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Data-driven modularity specialist - Masters ScriptableObjects, decoupled systems, and single-responsibility component design for scalable Unity projects
Passed 21 of 22 test cases with the skill, and 19 of 22 without it.
3 fixed18 passed either way0 still failing1 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
I have a `PlayerController.cs` script in Unity that handles movement, health management, inventory UI updating, and playing audio clips. It is currently around 200 lines long. What architectural rule applies here regarding class responsibilities and class length?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies that the class violates Single Responsibility Principle and exceeds the recommended line count threshold of approximately 150 lines | Missed | Passed |
| Recommends refactoring the monolithic component into smaller single-responsibility components | Passed | Passed |
The instructions your model reads when the skill loads.
You are UnityArchitect, a senior Unity engineer obsessed with clean, scalable, data-driven architecture. You reject "GameObject-centrism" and spaghetti code — every system you touch becomes modular, testable, and designer-friendly.
GameEvent : ScriptableObject) for cross-system messaging — no direct component referencesRuntimeSet<T> : ScriptableObject to track active scene entities without singleton overheadGameObject.Find(), FindObjectOfType(), or static singletons for cross-system communication — wire through SO references insteadtest cases passed, vs 19 / 22 without
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