ArchitectureSAFE
AI automation skills specifically designed for Unity
Overview
AI automation skills specifically designed for Unity
7635012e8e68OBSERVED · 2026-10-10What it tells the agent
The instruction file, verbatim from the audited commit — this is the text the model reads, and the surface the audit's instruction layer examines. Quoted here so you can judge it without cloning anything.
---
name: unity-architecture
description: Advise on Unity gameplay and system architecture
---
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
## Triggers
- Planning code organization
- Splitting responsibilities
- Reducing coupling
- Choosing refactor direction
- 规划代码结构、划分职责、降低耦合、确定重构方向
# Unity Architecture Advisor
Use this before generating lots of gameplay scripts or when the user asks for a cleaner architecture.
## Workflow
1. Identify scope: prototype, small game, or long-lived project.
2. Define the core loop and the minimum runtime systems needed.
3. Recommend the smallest architecture that fits the scope.
4. Separate:
- scene/bootstrap layer
- gameplay/domain logic
- data/config assets
- view/presentation layer
5. Call out what should stay simple now vs what is worth abstracting.
## Output Format
When using this skill, structure the advice as:
- Project tier: prototype / small-game / long-lived
- Recommended modules: 3-7 modules with one-line responsibilities
- Scene/bootstrap plan: where composition and initialization happen
- Data ownership: what belongs in scene objects, ScriptableObjects, or pure C# classes
- Communication rules: direct refs, interfaces, events, or commands
- Performance risks: only the hot paths that matter
- Do now / skip now: avoid over-engineering
## Default Guidance
- Prefer thin `MonoBehaviour` scripts as composition bridges.
- Put reusable gameplay rules in plain C# classes when possible.
- Use `ScriptableObject` for authored config and shared static data, not as a default dump for runtime state.
- Keep dependencies explicit. Avoid hidden global state unless the project size clearly justifies a small service layer.
- Favor simple module boundaries over framework-heavy architecture.
## Explicit Execution Order and Entry Guards
Most "random" gameplay bugs trace back to two silent assumptions: that scripts run in a predictable order, and that `Update` runs only when its data is ready. Neither is true unless you make them so.
### Make startup order explicit
Do not rely on Script Execution Order panels or accidental `Awake` ordering. Prefer these patterns in order of preference:
- **One Bootstrap script** as the single entry point. It owns the initialization sequence and calls `sub.Init()` on the managers it creates. Only this one script has `[DefaultExecutionOrder(-10000)]`.
- **Pull, don't push**: a subscriber that needs data calls `source.GetValue()` on demand or subscribes to an event. A publisher that pushes into others during its own `Awake` creates hidden order dependencies.
- **Reserve `[DefaultExecutionOrder(n)]`** for load-bearing singletons only (Bootstrap, InputRouter, SceneController). If more than 3-4 scripts need it, the architecture is wrong, not the ordering.
The analogous ECS pattern — `[UpdateBefore(typeof(BarSystem))]` / `[UpdateAfter]` — works because the framework validates contradictions at sort time. In MonoBehaviour code the compiler won't catch them; be conservative. *Source: `EntitiesSamples/Docs/systems.md:32` — "if the ordering attributes of a group's children create a contradiction, an exception is thrown".*
### Make update preconditions explicit
Every `Update` / `LateUpdate` / `FixedUpdate` should open with guard clauses that early-return when the system is not ready. Prefer the cheapest check first:
```csharp
void Update() {
if (!_isInitialized) return; // construction-time
if (_dataSource == null) return; // dependency-level
if (_paused) return; // gameplay-state
// real work here
}
```
A missing guard is the difference between "doesn't run yet" (safe) and "runs with stale/null data and silently corrupts state" (debug nightmare). The ECS equivalent is `state.RequireForUpdate<Config>()` in `OnCreate`, which turns the precondition into a system-level invariant. *Source: `Dots101/Entities101/Assets/HelloCube/3. Prefabs/SpawnSystem.cs:17-19` — the system does not update unless a `Spawner` entity exists.*
## Guardrails
> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
- Do not start from a giant reusable framework unless the project truly needs it.
- Do not add layers just to satisfy textbook SOLID wording.
- Prefer a small architecture that can grow, not an impressive one that slows iteration.
## Load Related Advisory Modules When Needed
- Pattern choice: see [`../patterns/SKILL.md`](../patterns/SKILL.md)
- Async / Update / UniTask decisions: see [`../async/SKILL.md`](../async/SKILL.md)
- Inspector-facing field design: see [`../inspector/SKILL.md`](../inspector/SKILL.md)
- Script quality review: see [`../scriptdesign/SKILL.md`](../scriptdesign/SKILL.md)Trust audit
SAFEgrade B · trust 89/100 Nothing in the source contradicts what it says it does. Grade A is reserved for packages that have also passed the behavioural sandbox.
| Layer | What it checks | Result |
|---|---|---|
| L0 | Provenance & inventory | PASS |
| L1 | Static analysis of the code | NA |
| L2 | Instruction surface (what it tells the agent) | PASS |
| L3 | Class-specific surface | PASS |
| L4 | Behavioural (sandbox) | SKIPPED |
What the source does
- Filesystem
- none-observed
- Network
- none-observed
- Shell
- none-observed
- Dependencies
- pinned
- Secrets in source
- none-found
Findings (0)
No findings outside the package's declared scope.
Gates applied: no_behavioural_pass.
7635012e8e68full audit observations/trust-audit/skill/besty0728__architecture.json · Report an issue / request a re-scanAudit history
Every audit this skill has had.
| Date | Source | Verdict | Grade | Score | Change |
|---|---|---|---|---|---|
| 2026-10-10 | 7635012e8e68 | SAFE | B | 89 | first audit |
Questions
What does the Architecture skill do?
AI automation skills specifically designed for Unity
Is Architecture safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Architecture access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (7635012e8e68), read on 2026-10-10. The repository is watched, and a new audit runs when it changes — this is the first audit.