PatternsSAFE
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-patterns description: Advise on choosing Unity design patterns --- > **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 - 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
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__patterns.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 Patterns skill do?
AI automation skills specifically designed for Unity
Is Patterns 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 Patterns 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.