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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unity/unity-project-structure/SKILL.md

unity-project-structure

Skill105 starsChanged 8 months agoMITView on GitHub

Organize Unity project paths so code, content, tests, editor tooling, and build assets stay discoverable and maintainable.

1 other project uses a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  2. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Project Structure

Purpose

Organize Unity project paths so code, content, tests, editor tooling, and build assets stay discoverable and maintainable.

Use When

  • the Unity project structure is drifting
  • new teams or plugins are being added
  • content scale is increasing

Inputs

  • current folder layout
  • asmdef plan
  • content ownership
  • tooling and test needs

Process

  1. define folder boundaries for runtime, editor, tests, and content
  2. align structure with module ownership and build concerns
  3. separate shared, third-party, and deprecated content clearly
  4. document non-obvious conventions
  5. review merge and reference risk before large moves

Outputs

  • Unity structure map
  • folder rules
  • migration notes if needed
  • ownership boundaries

Quality Bar

  • respects Unity lifecycle, serialization, and content authoring realities
  • keeps editor/runtime/test boundaries clean
  • prevents scene, prefab, and package complexity from becoming hidden architecture

Common Failure Modes

  • inspector wiring being the only source of truth
  • overusing MonoBehaviours or scene setup as architecture
  • package or scene drift reaching release without review

Related Agents

  • unity-reviewer
  • tools-programmer
  • technical-artist

Related Commands

  • unity-setup
  • unity-review
  • unity-scene-audit

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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