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Advises on Unity gameplay and system architecture — module boundaries, decoupling, scene composition, SOLID structure, refactor direction.
Passed 22 of 22 test cases with the skill, and 14 of 22 without it.
and 12 more in the full report
8 fixed14 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 8 test cases the skill fixed. Same model, same prompt, with and without the skill.
I'm starting a turn-based strategy game in Unity and want to make sure my code structure remains clean as features grow. Can you give me an architectural layout? Please classify the project scope, list the key core modules with short descriptions of their responsibilities, explain how scene bootstrapping and initialization should be structured, specify where data should live, detail how systems should communicate, highlight potential hot-path performance risks, and outline what to implement immediately versus what to defer.
| Checked | Without skill | With skill |
|---|---|---|
| Classifies the project scale into a recognized project tier. | Passed | Passed |
| Recommends 3 to 7 runtime modules. | Passed | Passed |
| Specifies single-line responsibilities for recommended modules. | Passed | Passed |
| Recommends a single Bootstrap component with [DefaultExecutionOrder(-10000)]. | Missed | Passed |
| Advises against storing mutable runtime state in ScriptableObjects. | Missed | Passed |
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Use this before generating lots of gameplay scripts or when the user asks for a cleaner architecture.
When using this skill, structure the advice as:
MonoBehaviour scripts as composition bridges.test cases passed, vs 14 / 22 without
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