# 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.

- Topic: Software Development
- Framework: Few-Shot
- Level: Standard
- Tags: Design, Rewrite & Edit, Plan, Fill-in Template, Step-by-step
- Source: https://www.thinkwithprompt.com/prompts/plan-the-architecture-of-a-unity-game-project

## Prompt

```text
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].
```

## 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

Free to copy and use. From ThinkWithPrompt (https://www.thinkwithprompt.com/), a library of 2,663 curated AI prompts.
