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Advises on choosing Unity design patterns — ScriptableObject, event systems, state machines, object pooling, observer, and more.
Passed 19 of 22 test cases with the skill, and 17 of 22 without it.
and 2 more in the full report
3 fixed16 passed either way2 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'm starting a new Unity project. Give me an architectural design plan for my game. Which patterns should I use for everything?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends no more than 3 patterns | Missed | Passed |
| Explains why simpler non-pattern options are insufficient for the chosen cases | Missed | Passed |
The instructions your model reads when the skill loads.
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.
Use this skill to decide whether a pattern is justified. Do not recommend every pattern at once.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
ScriptableObject
C# events / delegates
Global event bus / observer hub
Interfaces
State machine
test cases passed, vs 17 / 22 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.