ThinkWithPrompt by SynotticThinkWithPrompt

Plan the architecture of a Unity game project

A Unity-specific architecture plan: folder and assembly structure, data with ScriptableObjects, scene flow, and system boundaries with C# signatures.

Software DevelopmentFew-ShotStandardDesignRewrite & EditPlanFill-in Template

The prompt

Help me plan or restructure the architecture of my Unity project. Game: [GENRE, platforms, single-player or multiplayer] Unity version and render pipeline: [e.g. "Unity 6, URP"] Current state: [new project / existing project with problems - describe them, e.g. "singletons everywhere", "slow compile times", "scene loading is fragile"] Systems to design: [e.g. inventory, save/load, UI, input, audio, quests, enemy AI] Team size and skill: [SOLO / SMALL TEAM, designers who need to edit data without code?] Performance targets: [FPS, target devices, memory limits] Give me: 1. A high-level architecture: core systems, how they communicate (direct references, C# events, ScriptableObject event channels, a service locator, or DI framework), and why that fits my team size. 2. Project structure: folders and assembly definitions (asmdefs) with their dependencies, to keep compile times down and prevent circular references. 3. Data design: what belongs in ScriptableObjects vs. MonoBehaviours vs. plain C# classes, and how runtime state is kept separate from authored data. 4. Scene management: bootstrap scene, additive loading, persistent managers, and loading screens. 5. For each requested system: responsibilities, key classes and interfaces with C# signatures (no full implementations), and how it saves and loads. 6. Performance: avoiding per-frame allocations, pooling, Update vs. event-driven, and when DOTS/ECS is worth considering. 7. Testing: what to cover with Edit Mode and Play Mode tests. 8. If refactoring: a step-by-step migration that keeps the game playable at each step. Flag any API or package behavior that depends on my Unity version as [CHECK FOR MY VERSION].

Highlighted [brackets] are blanks to replace with your own details.

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What to fill in

  • GENRE, platforms, single-player or multiplayer
  • e.g. "Unity 6, URP"
  • e.g. inventory, save/load, UI, input, audio, quests, enemy AI
  • FPS, target devices, memory limits
  • CHECK FOR MY VERSION

How this prompt is built

This prompt follows the Few-Shot structure (Few-shot prompting). A few-shot prompt includes one or more worked examples of the input and the output you want, so the model can copy the pattern instead of guessing it.

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