--- name: unity-patterns description: Advise on choosing Unity design patterns --- > **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. ## Triggers - Deciding which pattern fits a problem - Structuring decoupled systems - Choosing event/state-machine/pool approaches - 判断哪种模式适合某问题、构建解耦系统、在事件/状态机/对象池方案间抉择 # Unity Pattern Selector Use this skill to decide whether a pattern is justified. Do not recommend every pattern at once. ## Guardrails > **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass). - 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. ## Decision Lab: Same Goal, Multiple Implementations The Pattern Guide above answers "which pattern?". For most non-trivial design decisions, the better exercise is: pick the 2-3 plausible implementations, put them side by side, and compare on switch cost, query cost, code complexity, and failure modes. Below is a worked example; use it as the shape for other decisions rather than as the answer. ### Worked example: "Pause AI on 100 enemies for a cutscene" | Implementation | Switch cost (enter/exit cutscene) | Per-frame cost while paused | Code complexity | Failure modes | |----------------|-----------------------------------|----------------------------|-----------------|---------------| | **Field flag**: each `EnemyAI.Update` starts with `if (_paused) return;`; manager sets the flag | O(N) writes, no allocations | N branch tests + dispatch overhead per frame | Lowest — one bool, one guard clause | Silent bugs when a dev adds a new `Update` and forgets the guard | | **`enabled = false`**: manager disables the `MonoBehaviour` on every enemy | O(N) writes, no allocations | Zero — Unity skips disabled `Behaviours` in its message list | Low, but state spread across components | OnDisable / OnEnable side effects (coroutines stop, listeners unsubscribe) may fire unexpectedly | | **Subset list**: manager keeps `_active` / `_frozen` lists; no per-enemy Update — manager ticks only `_active` | O(N) list move on switch | Proportional to `_active` count only — perfect early-cull | Highest — one source of truth for ownership, requires managed ticking | Adding a new `Update` on enemies reintroduces per-frame cost; the list is easy to desync if other code respawns enemies directly | ### How to use - Pick the **smallest** scale where the trade-off matters. At N=5 all three are indistinguishable; at N=5000 only the subset list stays flat. - State what *gets worse* under each option, not only what improves. A table with only upsides is a sign you haven't thought about it yet. - The ECS lesson is that the same three shapes (value change, structural change, enableable) show up everywhere — the labels transfer even when the framework does not. *Source: `Dots101/Entities101/Assets/HelloCube/13. StateChange/SetStateSystem.cs:42-80` — one system dispatches to three implementations behind `config.Mode`, each with measurably different cost in the profiler.* ### When to skip this exercise If one option is obviously bounded (N ≤ 10, state changes once per session, or the code runs once at startup), a single paragraph "we picked X because it's simplest" is enough. Decision Lab is for choices that will outlive the current task. ## Output Format - Recommended pattern(s) - Why they fit this case - Why not the simpler alternative - Minimal implementation boundary - Known tradeoffs