Use when setting up animation in the Unity Editor using MCP tools — creating AnimatorControllers, configuring states and transitions, assigning clips, and editing clip import settings.
Use when you need detailed decision frameworks for MonoBehaviour composition, inter-component communication, single responsibility, and execution order.
Use when you need detailed decision frameworks for ScriptableObject patterns, runtime data management, serialization strategies, and data-driven architecture.
Use when you need detailed decision frameworks for prefab vs variant vs ScriptableObject, nested prefab design, override strategies, and prefab editing workflows.
Use when creating or editing prefabs in the Unity Editor using MCP tools — saving prefabs, editing prefab contents, creating variants, and applying overrides.
Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.
Use when building scenes in the Unity Editor using MCP tools — creating GameObjects, setting up hierarchies, configuring components, applying materials, and lighting.
Use when making Unity architecture decisions — system design, scope analysis, feature planning. Covers prefab strategy, scene structure, component design, data modeling, and performance considerations.