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This skill should be used when the user asks about "game architecture", "design patterns", "manager pattern", "singleton pattern", "ScriptableObject", "ScriptableObject architecture", "event system", "Observer pattern", "pub-sub", "MVC in Unity", "dependency injection", "service locator", or needs guidance on structuring Unity projects and game systems.

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SKILL.md

name Unity Architecture
description This skill should be used when the user asks about "game architecture", "design patterns", "manager pattern", "singleton pattern", "ScriptableObject", "ScriptableObject architecture", "event system", "Observer pattern", "pub-sub", "MVC in Unity", "dependency injection", "service locator", or needs guidance on structuring Unity projects and game systems.
version 0.1.0

Unity Game Architecture

Essential architectural patterns and design principles for scalable, maintainable Unity projects.

Overview

Good architecture separates concerns, reduces coupling, and makes code testable and maintainable. This skill covers proven patterns for Unity game development.

Core architectural concepts:

  • Manager patterns and global systems
  • ScriptableObject-based data architecture
  • Event-driven communication
  • Component composition patterns
  • Dependency management

Manager Pattern

Centralized systems that coordinate game-wide functionality.

Singleton Manager

Most common pattern for global managers:

public class GameManager : MonoBehaviour
{
    public static GameManager Instance { get; private set; }

    private void Awake()
    {
        if (Instance != null && Instance != this)
        {
            Destroy(gameObject);
            return;
        }

        Instance = this;
        DontDestroyOnLoad(gameObject);
    }

    public void StartGame() { }
    public void PauseGame() { }
    public void EndGame() { }
}

// Access from anywhere
public class Player : MonoBehaviour
{
    private void Start()
    {
        GameManager.Instance.StartGame();
    }
}

When to use:

  • Game state management (GameManager)
  • Audio management (AudioManager)
  • Input management (InputManager)
  • Save/load systems (SaveManager)
  • UI management (UIManager)

When NOT to use:

  • Everything (avoid "singleton hell")
  • Temporary systems
  • Systems that need multiple instances

Generic Singleton Base

Reusable singleton pattern:

public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
    private static T instance;

    public static T Instance
    {
        get
        {
            if (instance == null)
            {
                instance = FindObjectOfType<T>();

                if (instance == null)
                {
                    GameObject singleton = new GameObject(typeof(T).Name);
                    instance = singleton.AddComponent<T>();
                    DontDestroyOnLoad(singleton);
                }
            }

            return instance;
        }
    }

    protected virtual void Awake()
    {
        if (instance == null)
        {
            instance = this as T;
            DontDestroyOnLoad(gameObject);
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }
    }
}

// Usage
public class GameManager : Singleton<GameManager>
{
    protected override void Awake()
    {
        base.Awake();
        // Additional initialization
    }
}

Manager Initialization Order

Control manager initialization:

// Use Script Execution Order:
// Edit > Project Settings > Script Execution Order

// Or explicit initialization
public class GameBootstrap : MonoBehaviour
{
    private void Awake()
    {
        InitializeManagers();
    }

    private void InitializeManagers()
    {
        // Initialize in specific order
        var saveManager = SaveManager.Instance;
        var audioManager = AudioManager.Instance;
        var gameManager = GameManager.Instance;

        // Managers initialize in Awake, but access here ensures order
    }
}

Best practice: Use explicit initialization scene or bootstrapper.

Service Locator Pattern

Alternative to singleton for dependency injection:

public class ServiceLocator
{
    private static ServiceLocator instance;
    public static ServiceLocator Instance => instance ?? (instance = new ServiceLocator());

    private readonly Dictionary<Type, object> services = new Dictionary<Type, object>();

    public void RegisterService<T>(T service)
    {
        services[typeof(T)] = service;
    }

    public T GetService<T>()
    {
        if (services.TryGetValue(typeof(T), out var service))
        {
            return (T)service;
        }

        throw new Exception($"Service {typeof(T)} not found");
    }
}

// Register services
public class GameBootstrap : MonoBehaviour
{
    private void Awake()
    {
        var audioManager = new AudioManager();
        ServiceLocator.Instance.RegisterService(audioManager);

        var saveManager = new SaveManager();
        ServiceLocator.Instance.RegisterService(saveManager);
    }
}

// Access services
public class Player : MonoBehaviour
{
    private void Start()
    {
        var audio = ServiceLocator.Instance.GetService<AudioManager>();
        audio.PlaySound("Jump");
    }
}

Benefits over singleton:

  • Testable (inject mock services)
  • No static dependencies
  • Clear dependencies

Drawbacks:

  • More setup code
  • Runtime dictionary lookup
  • Less discoverable

ScriptableObject Architecture

Data-driven design using ScriptableObjects.

ScriptableObject Data Containers

Store data separate from behavior:

[CreateAssetMenu(fileName = "WeaponData", menuName = "Game/Weapon Data")]
public class WeaponData : ScriptableObject
{
    public string weaponName;
    public int damage;
    public float fireRate;
    public Sprite icon;
    public GameObject projectilePrefab;
}

public class Weapon : MonoBehaviour
{
    [SerializeField] private WeaponData data;

    public void Fire()
    {
        Instantiate(data.projectilePrefab, firePoint.position, firePoint.rotation);
    }

    public int GetDamage() => data.damage;
}

Benefits:

  • Separate data from code
  • Share data across scenes
  • Edit without code changes
  • Designer-friendly

Use for:

  • Item/weapon stats
  • Character data
  • Game balance values
  • Configuration

ScriptableObject Events

Event system using ScriptableObjects:

[CreateAssetMenu(fileName = "GameEvent", menuName = "Events/Game Event")]
public class GameEvent : ScriptableObject
{
    private readonly List<GameEventListener> listeners = new List<GameEventListener>();

    public void Raise()
    {
        for (int i = listeners.Count - 1; i >= 0; i--)
        {
            listeners[i].OnEventRaised();
        }
    }

    public void RegisterListener(GameEventListener listener)
    {
        if (!listeners.Contains(listener))
            listeners.Add(listener);
    }

    public void UnregisterListener(GameEventListener listener)
    {
        listeners.Remove(listener);
    }
}

public class GameEventListener : MonoBehaviour
{
    [SerializeField] private GameEvent gameEvent;
    [SerializeField] private UnityEvent response;

    private void OnEnable()
    {
        gameEvent.RegisterListener(this);
    }

    private void OnDisable()
    {
        gameEvent.UnregisterListener(this);
    }

    public void OnEventRaised()
    {
        response.Invoke();
    }
}

Usage:

Create GameEvent asset: "OnPlayerDeath"
Attach GameEventListener to UI
Configure response: Show death screen
Raise event when player dies

Benefits:

  • Designer-accessible
  • Visual wiring in Inspector
  • Decoupled systems
  • Reusable events

ScriptableObject Variables

Shared variables across scenes:

public abstract class ScriptableVariable<T> : ScriptableObject
{
    [SerializeField] private T value;

    public T Value
    {
        get => value;
        set
        {
            this.value = value;
            OnValueChanged?.Invoke(value);
        }
    }

    public event Action<T> OnValueChanged;
}

[CreateAssetMenu(fileName = "IntVariable", menuName = "Variables/Int")]
public class IntVariable : ScriptableVariable<int> { }

[CreateAssetMenu(fileName = "FloatVariable", menuName = "Variables/Float")]
public class FloatVariable : ScriptableVariable<float> { }

Usage:

public class Player : MonoBehaviour
{
    [SerializeField] private IntVariable playerHealth;

    public void TakeDamage(int damage)
    {
        playerHealth.Value -= damage;  // Updates all subscribers
    }
}

public class HealthUI : MonoBehaviour
{
    [SerializeField] private IntVariable playerHealth;
    [SerializeField] private Text healthText;

    private void OnEnable()
    {
        playerHealth.OnValueChanged += UpdateUI;
        UpdateUI(playerHealth.Value);
    }

    private void OnDisable()
    {
        playerHealth.OnValueChanged -= UpdateUI;
    }

    private void UpdateUI(int health)
    {
        healthText.text = $"Health: {health}";
    }
}

Benefits:

  • Persistent across scenes
  • Multiple listeners
  • Inspector-editable
  • Runtime changes reflected everywhere

Event Systems

Decoupled communication between components.

C# Events

Standard C# event pattern:

public class Health : MonoBehaviour
{
    public event Action<int> OnHealthChanged;
    public event Action OnDeath;

    private int health = 100;

    public void TakeDamage(int damage)
    {
        health -= damage;
        OnHealthChanged?.Invoke(health);

        if (health <= 0)
        {
            OnDeath?.Invoke();
        }
    }
}

public class HealthUI : MonoBehaviour
{
    [SerializeField] private Health playerHealth;

    private void OnEnable()
    {
        playerHealth.OnHealthChanged += UpdateHealthBar;
        playerHealth.OnDeath += ShowDeathScreen;
    }

    private void OnDisable()
    {
        playerHealth.OnHealthChanged -= UpdateHealthBar;
        playerHealth.OnDeath -= ShowDeathScreen;
    }

    private void UpdateHealthBar(int health) { }
    private void ShowDeathScreen() { }
}

Critical: Always unsubscribe in OnDisable to prevent memory leaks.

UnityEvent

Inspector-assignable events:

public class Interactable : MonoBehaviour
{
    [SerializeField] private UnityEvent onInteract;
    [SerializeField] private UnityEvent<int> onScoreChanged;

    public void Interact()
    {
        onInteract?.Invoke();
    }

    public void AddScore(int points)
    {
        onScoreChanged?.Invoke(points);
    }
}

Benefits:

  • Designer-accessible in Inspector
  • No code for simple interactions
  • Visual wiring

Drawbacks:

  • Slower than C# events
  • No compile-time checking
  • Harder to debug

Use for:

  • Simple interactions
  • Designer-driven events
  • Prototyping

Global Event Bus

Centralized event system:

public static class EventBus
{
    private static readonly Dictionary<Type, Delegate> eventTable = new Dictionary<Type, Delegate>();

    public static void Subscribe<T>(Action<T> handler)
    {
        if (eventTable.TryGetValue(typeof(T), out var existingHandler))
        {
            eventTable[typeof(T)] = Delegate.Combine(existingHandler, handler);
        }
        else
        {
            eventTable[typeof(T)] = handler;
        }
    }

    public static void Unsubscribe<T>(Action<T> handler)
    {
        if (eventTable.TryGetValue(typeof(T), out var existingHandler))
        {
            var newHandler = Delegate.Remove(existingHandler, handler);
            if (newHandler == null)
                eventTable.Remove(typeof(T));
            else
                eventTable[typeof(T)] = newHandler;
        }
    }

    public static void Publish<T>(T eventData)
    {
        if (eventTable.TryGetValue(typeof(T), out var handler))
        {
            (handler as Action<T>)?.Invoke(eventData);
        }
    }
}

// Event data types
public struct PlayerDiedEvent
{
    public Vector3 position;
    public string killedBy;
}

// Subscribe
public class DeathUI : MonoBehaviour
{
    private void OnEnable()
    {
        EventBus.Subscribe<PlayerDiedEvent>(OnPlayerDied);
    }

    private void OnDisable()
    {
        EventBus.Unsubscribe<PlayerDiedEvent>(OnPlayerDied);
    }

    private void OnPlayerDied(PlayerDiedEvent data)
    {
        ShowDeathScreen(data.position, data.killedBy);
    }
}

// Publish
public class Player : MonoBehaviour
{
    private void Die()
    {
        EventBus.Publish(new PlayerDiedEvent
        {
            position = transform.position,
            killedBy = "Enemy"
        });
    }
}

Benefits:

  • Fully decoupled
  • No direct references needed
  • Type-safe with structs

Drawbacks:

  • Runtime overhead (dictionary lookup)
  • Harder to trace event flow
  • Memory leak risk if forgot unsubscribe

Component Composition Patterns

Strategy Pattern

Interchangeable behaviors:

public interface IMovementStrategy
{
    void Move(Transform transform, float speed);
}

public class GroundMovement : MonoBehaviour, IMovementStrategy
{
    public void Move(Transform transform, float speed)
    {
        // Ground-based movement
    }
}

public class FlyingMovement : MonoBehaviour, IMovementStrategy
{
    public void Move(Transform transform, float speed)
    {
        // Flying movement
    }
}

public class Character : MonoBehaviour
{
    [SerializeField] private float speed = 5f;
    private IMovementStrategy movementStrategy;

    private void Awake()
    {
        movementStrategy = GetComponent<IMovementStrategy>();
    }

    private void Update()
    {
        movementStrategy.Move(transform, speed);
    }
}

Benefits:

  • Swap behaviors at runtime
  • Reusable strategies
  • Open/closed principle

State Machine Pattern

Manage object states:

public interface IState
{
    void Enter();
    void Execute();
    void Exit();
}

public class IdleState : MonoBehaviour, IState
{
    public void Enter() => Debug.Log("Entering Idle");
    public void Execute() { }
    public void Exit() => Debug.Log("Exiting Idle");
}

public class StateMachine : MonoBehaviour
{
    private IState currentState;

    public void ChangeState(IState newState)
    {
        currentState?.Exit();
        currentState = newState;
        currentState?.Enter();
    }

    private void Update()
    {
        currentState?.Execute();
    }
}

public class Enemy : MonoBehaviour
{
    private StateMachine stateMachine;
    private IdleState idleState;
    private ChaseState chaseState;

    private void Awake()
    {
        stateMachine = GetComponent<StateMachine>();
        idleState = GetComponent<IdleState>();
        chaseState = GetComponent<ChaseState>();

        stateMachine.ChangeState(idleState);
    }

    public void OnPlayerSpotted()
    {
        stateMachine.ChangeState(chaseState);
    }
}

Observer Pattern

One-to-many notifications:

public interface IObserver
{
    void OnNotify(string eventType);
}

public class Subject : MonoBehaviour
{
    private readonly List<IObserver> observers = new List<IObserver>();

    public void Attach(IObserver observer)
    {
        if (!observers.Contains(observer))
            observers.Add(observer);
    }

    public void Detach(IObserver observer)
    {
        observers.Remove(observer);
    }

    protected void Notify(string eventType)
    {
        for (int i = observers.Count - 1; i >= 0; i--)
        {
            observers[i].OnNotify(eventType);
        }
    }
}

public class Player : Subject
{
    public void Jump()
    {
        Notify("PlayerJumped");
    }
}

public class AudioObserver : MonoBehaviour, IObserver
{
    [SerializeField] private Player player;

    private void OnEnable()
    {
        player.Attach(this);
    }

    private void OnDisable()
    {
        player.Detach(this);
    }

    public void OnNotify(string eventType)
    {
        if (eventType == "PlayerJumped")
            PlayJumpSound();
    }
}

MVC/MVP in Unity

Model-View-Controller

Separate data, presentation, and logic:

// Model - Data
public class PlayerModel
{
    public int Health { get; private set; } = 100;
    public int Score { get; private set; } = 0;

    public event Action<int> OnHealthChanged;
    public event Action<int> OnScoreChanged;

    public void TakeDamage(int damage)
    {
        Health -= damage;
        OnHealthChanged?.Invoke(Health);
    }

    public void AddScore(int points)
    {
        Score += points;
        OnScoreChanged?.Invoke(Score);
    }
}

// View - Presentation
public class PlayerView : MonoBehaviour
{
    [SerializeField] private Text healthText;
    [SerializeField] private Text scoreText;

    public void UpdateHealth(int health)
    {
        healthText.text = $"Health: {health}";
    }

    public void UpdateScore(int score)
    {
        scoreText.text = $"Score: {score}";
    }
}

// Controller - Logic
public class PlayerController : MonoBehaviour
{
    private PlayerModel model;
    private PlayerView view;

    private void Awake()
    {
        model = new PlayerModel();
        view = GetComponent<PlayerView>();

        model.OnHealthChanged += view.UpdateHealth;
        model.OnScoreChanged += view.UpdateScore;
    }

    private void OnDestroy()
    {
        model.OnHealthChanged -= view.UpdateHealth;
        model.OnScoreChanged -= view.UpdateScore;
    }

    public void TakeDamage(int damage)
    {
        model.TakeDamage(damage);
    }

    public void AddScore(int points)
    {
        model.AddScore(points);
    }
}

Benefits:

  • Testable (mock model/view)
  • Reusable components
  • Clear separation

When to use:

  • Complex UI
  • Testable code required
  • Multiple views of same data

Additional Resources

Reference Files

For detailed architectural patterns, consult:

  • references/manager-patterns.md - Manager implementations, initialization, communication
  • references/scriptableobject-architecture.md - Advanced SO patterns, runtime sets, variables
  • references/event-systems.md - Event patterns, message buses, pub-sub systems
  • references/design-patterns.md - Factory, Pool, Command, Strategy patterns for Unity

Best Practices

DO:

  • Use managers for global systems (audio, input, save)
  • Leverage ScriptableObjects for data
  • Implement event-driven communication
  • Favor composition over inheritance
  • Always unsubscribe from events in OnDisable
  • Use dependency injection for testability
  • Keep managers focused (single responsibility)

DON'T:

  • Make everything a singleton
  • Create god managers (handle one concern)
  • Forget to unsubscribe from events
  • Hardcode dependencies
  • Use singletons for everything
  • Mix data and presentation
  • Create deep inheritance hierarchies

Golden rule: Design for change. Loosely coupled, highly cohesive systems are easier to maintain, test, and extend.


Apply these architectural patterns for scalable, maintainable Unity projects that stand the test of time.