unity-command-pattern
Encapsulate actions as objects for queuing, undo/redo, and async execution.
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Encapsulate actions as objects for queuing, undo/redo, and async execution.
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Baseado na classificação ocupacional SOC
Factory pattern for creating families of related objects. Supports both ScriptableObject composition and simple prefab instantiation.
Manage project boundaries using Assembly Definitions (.asmdef) for faster compile times and modular architecture. Based on the patterns by Adam Myhre. Enforces responsibility-based organization and handles Runtime/Editor/Tests splits.
Step-by-step object construction using fluent interfaces. Simplifies complex GameObject setup.
Professional Unity C# Code Reviewer. Detects anti-patterns, performance leaks, and enforces project-specific architecture.
Implements "Composition over Inheritance" using ScriptableObject configs and C# Tuples. Replaces deep class hierarchies with modular, has-a relationships.
Robust Save/Load system using Data Binding, Serializable DTOs, and swappable Data Service backends (File/JSON default). Supports per-entity GUID identity for saving multiple actors (player, inventory, enemies).
| name | unity-command-pattern |
| description | Encapsulate actions as objects for queuing, undo/redo, and async execution. |
Minimal command pattern with async support.
ICommand with Task-based executionCommand.cs.txt: Complete command pattern (interface + SO + queue)Implement ICommand for complex logic, or inherit CommandSO for inspector-configurable actions.