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scene-architecture
Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
| name | scene-architecture |
| description | Use when you need detailed decision frameworks for scene structure, additive loading, scene management, transitions, and persistent managers. |
Use this when unity-architect's condensed scene section needs more depth.
When this applies: Deciding how to split a game into scenes.
Options:
Monolithic (single scene) — entire game in one scene.
Scene-per-state — Menu scene, Game scene, Results scene, etc.
Bootstrap + additive — one persistent scene + content scenes loaded/unloaded.
Streaming (additive + distance) — world divided into chunks loaded by proximity.
Decision tree:
Is the game small enough for one scene?
├── YES → Monolithic
└── NO → Are there persistent systems across states?
├── NO → Scene-per-state (simple LoadScene)
└── YES → Bootstrap + additive
└── Is the world large/seamless? → Streaming chunks
When this applies: Systems that must survive scene transitions (audio, networking, input, game state).
Options:
Bootstrap scene (recommended) — managers live in a scene that is never unloaded.
DontDestroyOnLoad — mark specific GameObjects as persistent.
Static classes — no GameObject, pure C# static state.
When this applies: Moving between game states or levels.
Options:
Hard cut — LoadScene (non-async). Screen goes blank briefly.
Fade transition — full-screen UI fades in, load happens behind, fade out.
Loading screen — separate loading scene with progress bar.
MCP tool sequence for scene setup:
scene_create — create bootstrap scene.scene_create_gameobject — create manager objects.component_add — add manager scripts.scene_create — create first content scene.scene_set_build — register both in build settings, bootstrap at index 0.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 building scenes in the Unity Editor using MCP tools — creating GameObjects, setting up hierarchies, configuring components, applying materials, and lighting.