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Advise on choosing Unity design patterns. 为选择 Unity 设计模式提供建议。

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  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
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Advise on choosing Unity design patterns. 为选择 Unity 设计模式提供建议。

SKILL.md

patterns.SKILL.md
name: unity-patterns
description: Advise on choosing Unity design patterns. 为选择 Unity 设计模式提供建议。

Triggers

  • Deciding which pattern fits a problem
  • Structuring decoupled systems
  • Choosing event/state-machine/pool approaches
  • 判断哪种模式适合某问题、构建解耦系统、在事件/状态机/对象池方案间抉择

Unity Pattern Selector

Use this skill to decide whether a pattern is justified. Do not recommend every pattern at once.

Guardrails

> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

  • Recommend at most 1-3 patterns, and explain why simpler options are not enough.

Pattern Guide

  • `ScriptableObject`
  • Use for authored config, shared static data, event channels, and reusable data assets.
  • Avoid as the default home for per-run mutable gameplay state.
  • `C# events / delegates`
  • Use for one-to-many notifications with clear ownership and unsubscribe points.
  • Avoid for imperative flows that need ordering, return values, or complex debugging.
  • `Global event bus / observer hub`
  • Use sparingly and only when many systems truly need broad decoupled notifications.
  • Avoid as the default answer to coupling. It often hides ownership and makes debugging harder.
  • `Interfaces`
  • Use when multiple implementations or clearer dependency boundaries are needed.
  • Avoid adding interfaces around every class without a real seam.
  • `State machine`
  • Use for actors with mutually exclusive states and explicit transitions.
  • Avoid when a few booleans or a small command flow is enough.
  • `Object pool`
  • Use for frequent spawn/despawn of bullets, VFX, enemies, UI items.
  • Avoid for rare objects or when lifetime is simple.
  • `Service layer`
  • Use for a small number of cross-scene systems with explicit bootstrap and interfaces.
  • Avoid turning everything into hidden singletons or service locators.
  • `Generics / custom attributes`
  • Use when they remove repeated boilerplate with clear type safety or editor metadata value.
  • Avoid when they make gameplay code harder to read than duplicated simple code.

Decision Lab: Same Goal, Multiple Implementations

The Pattern Guide above answers "which pattern?". For most non-trivial design decisions, the better exercise is: pick the 2-3 plausible implementations, put them side by side, and compare on switch cost, query cost, code complexity, and failure modes. Below is a worked example; use it as the shape for other decisions rather than as the answer.

Worked example: "Pause AI on 100 enemies for a cutscene"

| Implementation | Switch cost (enter/exit cutscene) | Per-frame cost while paused | Code complexity | Failure modes | |----------------|-----------------------------------|----------------------------|-----------------|---------------| | **Field flag**: each `EnemyAI.Update` starts with `if (_paused) return;`; manager sets the flag | O(N) writes, no allocations | N branch tests + dispatch overhead per frame | Lowest — one bool, one guard clause | Silent bugs when a dev adds a new `Update` and forgets the guard | | **`enabled = false`**: manager disables the `MonoBehaviour` on every enemy | O(N) writes, no allocations | Zero — Unity skips disabled `Behaviours` in its message list | Low, but state spread across components | OnDisable / OnEnable side effects (coroutines stop, listeners unsubscribe) may fire unexpectedly | | **Subset list**: manager keeps `_active` / `_frozen` lists; no per-enemy Update — manager ticks only `_active` | O(N) list move on switch | Proportional to `_active` count only — perfect early-cull | Highest — one source of truth for ownership, requires managed ticking | Adding a new `Update` on enemies reintroduces per-frame cost; the list is easy to desync if other code respawns enemies directly |

How to use

  • Pick the **smallest** scale where the trade-off matters. At N=5 all three are indistinguishable; at N=5000 only the subset list stays flat.
  • State what *gets worse* under each option, not only what improves. A table with only upsides is a sign you haven't thought about it yet.
  • The ECS lesson is that the same three shapes (value change, structural change, enableable) show up everywhere — the labels transfer even when the framework does not. *Source: `Dots101/Entities101/Assets/HelloCube/13. StateChange/SetStateSystem.cs:42-80` — one system dispatches to three implementations behind `config.Mode`, each with measurably different cost in the profiler.*

When to skip this exercise

If one option is obviously bounded (N ≤ 10, state changes once per session, or the code runs once at startup), a single paragraph "we picked X because it's simplest" is enough. Decision Lab is for choices that will outlive the current task.

Output Format

  • Recommended pattern(s)
  • Why they fit this case
  • Why not the simpler alternative
  • Minimal implementation boundary
  • Known tradeoffs
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