Unity Pattern Selector
Use this skill to decide whether a pattern is justified. Do not recommend every pattern at once.
Guardrails
Mode: Both (Semi-Auto + Full-Auto) — advisory only, no REST skills
- 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.
Output Format
- Recommended pattern(s)
- Why they fit this case
- Why not the simpler alternative
- Minimal implementation boundary
- Known tradeoffs