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.
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.
Fill in the blanks and use this promptMore Software Development prompts
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.
Related prompts
- Get a beginner-friendly code review of my first projectA ranked set of the five improvements that matter most, explained simply, plus what you did well and what to learn next.
- Plan a touchscreen UI for an ESP32 or other microcontrollerA memory-aware screen design, library choice, and code structure for a display-based embedded project.
- Plan a time-boxed technical spikeScopes an investigation with a clear question, time-box, and exit criteria, and gives a template to report findings.
- Analyze security threats and vulnerabilitiesIdentifies vulnerabilities and threats and builds a prioritized remediation plan.