Best for
- Use when the user wants to define or document the project architecture, e.
NintendaDev/unikit-ai/skills/unikit-architecture/SKILL.md
Generate the architecture guidelines for a game project. Scans the project structure and tech stack, then produces .unikit/ARCHITECTURE.md describing the folder layout, dependency rules, and how modules communicate. Name a specific pattern or let it auto-detect. Use when the user wants to define or document the project architecture, e.g. "generate architecture", "describe the architecture", "which architecture should I use", "set up project architecture", or mentions module structure, module bou
Decision brief
Generate .unikit/ARCHITECTURE.md with architecture decisions tailored to the game project.
Compatibility matrix
| Platform | Status | Evidence | What to check |
|---|---|---|---|
| Codex | Not declared | No explicit evidence | Portability before use |
| Claude Code | Not declared | No explicit evidence | Portability before use |
| Cursor | Not declared | No explicit evidence | Portability before use |
| Gemini CLI | Not declared | No explicit evidence | Portability before use |
Installation
The source command is displayed only when detected. A safe inspection prompt is always available so your agent can explain every action before execution.
npx skills add https://github.com/NintendaDev/unikit-ai --skill "skills/unikit-architecture"Inspect the Agent Skill "unikit-architecture" from https://github.com/NintendaDev/unikit-ai/blob/b6fd42c24aaadd46e91c6c94da9cc0078b5ecb8c/skills/unikit-architecture/SKILL.md at commit b6fd42c24aaadd46e91c6c94da9cc0078b5ecb8c. List every install step, command, network request, credential, file read/write, external action, and rollback step. Explain whether it fits my task. Do not install or execute anything until I approve.
Workflow
Read {{skillsdir}}/{{selfname}}/references/ENGINERULES.md. This file is installed by unikit-ai init based on the user's engine choice and contains engine-specific paths, scan targets, framework lists, and pattern indicators. Use it for all engine-specific details in subsequent s…
Read {{skillsdir}}/{{selfname}}/references/ENGINERULES.md. This file is installed by unikit-ai init based on the user's engine choice and contains engine-specific paths, scan targets, framework lists, and pattern indicators. Use it for all engine-specific details in subsequent s…
Read .unikit/DESCRIPTION.md if it exists — project specification, tech stack, constraints. This gives you the baseline understanding of what technologies are in play before scanning.
Scan the project to discover the actual tech stack. This is the most important step — architecture documentation must reflect reality, not assumptions.
If $ARGUMENTS specifies an architecture pattern (e.g., /unikit-architecture modular-monolith): - Use that pattern directly, skip to Step 4
Permission review
No configured static risk pattern was detected
This is not proof of safety. Runtime behavior, indirect dependencies, and hidden external systems are outside the static scan.
Evidence record
| Signal | Value | Evidence type | Meaning |
|---|---|---|---|
| Quality score | 93/100 | Computed | Documentation, specificity, maintenance, and trust rules |
| Repository stars | 16 | Source | Repository attention, not individual Skill quality |
| Compatibility | 0 platforms | Source | Declared in the catalog source record |
| Usage guide | automated source guide | Editorial | Generated or reviewed according to the visible evidence level |
Pinned source
Generate .unikit/ARCHITECTURE.md with architecture decisions tailored to the game project.
BEFORE producing ANY output, silently read .unikit/system/LANGUAGE_RULES.md
and apply its rules to ALL subsequent output.
If the file is missing or unreadable, fall back to English.
Do not produce any user-facing output until language rules are loaded.
Do not announce, confirm, or mention the language setting.
Read {{skills_dir}}/{{self_name}}/references/ENGINE_RULES.md. This file is installed by unikit-ai init
based on the user's engine choice and contains engine-specific paths, scan targets, framework lists,
and pattern indicators. Use it for all engine-specific details in subsequent steps.
If the file is missing, inform the user: "Engine rules not found. Please run unikit-ai init to configure your project."
Read .unikit/DESCRIPTION.md if it exists — project specification, tech stack, constraints.
This gives you the baseline understanding of what technologies are in play before scanning.
Read .unikit/memory/code/RULES_INDEX.md if it exists — it contains the index of framework-specific
rule files that the project already uses. This tells you which frameworks and patterns are in play.
Do NOT read the individual rule files — only the index to understand what's covered.
Read .unikit/RULES.md if it exists — naming conventions, class structure, DI rules.
Extract key conventions but do NOT duplicate them into ARCHITECTURE.md — reference the file instead.
Read existing .unikit/ARCHITECTURE.md if it exists — you may be updating, not creating from scratch.
Read .unikit/skill-context/unikit-architecture/SKILL.md if it exists — project-specific rules accumulated by /unikit-evolve. Treat as overrides: skill-context wins over general rules on conflict.
Scan the project to discover the actual tech stack. This is the most important step — architecture documentation must reflect reality, not assumptions.
Use ENGINE_RULES.md file (loaded in Step 0) to determine:
Scan the directories listed in ENGINE_RULES.md under "Scan Targets".
For each discovered directory, run ls to get subfolder names — this reveals the real building blocks.
Find module boundary definition files as specified in ENGINE_RULES.md (e.g., assembly definitions,
build files, or folder-based conventions). Read a representative sample to understand:
Look for DI framework indicators listed in ENGINE_RULES.md.
Not all engines have standard DI — if none is detected, note "manual DI or none".
Look for architectural pattern indicators. These patterns are largely engine-agnostic:
View, ViewModel, Presenter, Model suffixes — reveals MV* patternController suffixes — may indicate MVC or GRASP controllersECS, Systems, Components, Entities — may indicate ECSSignalBus, EventBus, MessageBus — event systemSaveSerializer, SaveData, SaveManager — save system patternENGINE_RULES.mdIf $ARGUMENTS specifies an architecture pattern (e.g., /unikit-architecture modular-monolith):
If the project already has code and patterns are detectable from Step 2:
If the project is new or patterns are unclear, ask via AskUserQuestion:
Based on the project scan, I found:
- [discovered modules/frameworks/patterns]
Which architectural patterns do you plan to use?
Common game architecture patterns:
1. Modular Monolith — independent modules with enforced boundaries, single deployment
2. Feature-based — code organized by feature (Player/, Inventory/, Combat/)
3. Layered — horizontal layers (Domain → Application → Presentation)
4. MVC / MVP / MVVM — Model-View separation (specify which variant)
5. ECS — Entity Component System for data-oriented design
6. Component-based — engine's native component architecture without extra layers
You can combine patterns (e.g., "Modular Monolith + MVVM for UI").
Or skip this question and I'll document what I found as-is.
mkdir -p .unikit
Generate .unikit/ARCHITECTURE.md using the template below. Every section must be adapted
to what was actually discovered in Step 2 — never use placeholder or generic content.
ARCHITECTURE.md Template:
# Architecture: [Pattern Name]
## Project
[1 sentence: what this project is, target platforms]
## Tech Stack
| Category | Technology |
|----------|-----------|
| Engine | [engine name + version / primary language / render pipeline] |
| DI | [DI framework name or "None"] |
| [category] | [technology] |
...
Include only technologies actually found during scanning. Each row must correspond
to a real framework, module, or asset discovered in the project.
## Documentation Sources
When you need up-to-date API docs for these libraries:
[List each major library with its documentation lookup method.
If context7 MCP is available, specify "use context7" with the search query.
If docs are bundled locally, point to the path.]
## Architecture Overview
[2-3 paragraphs explaining the chosen architecture pattern and why it fits this project.
If the pattern was detected from existing code, describe what you found.
If it was chosen by the user, explain the rationale.]
## Folder Structure
[Project root]/ ├── [scripts directory]/ [describe organization principle] │ ├── [folder]/ [purpose] │ └── ... ├── [modules directory]/ [describe module boundaries] │ ├── [Module1]/ [purpose] │ └── ... ├── [plugins directory]/ [third-party frameworks] └── [assets directory]/ [store assets]
Describe the actual folder structure found in the project, not an ideal one.
## Dependency Rules
[What depends on what. Use the actual module/folder names from the project.]
- ✅ [allowed dependency direction with real names]
- ❌ [forbidden dependency direction with real names]
## Module Boundary Strategy
[Describe how the project partitions the codebase into modules. Include:
- What mechanism enforces boundaries (assembly definitions, build files, folder conventions)
- Naming convention for modules
- How modules expose their public API
- Test module conventions]
## Cross-Module Communication
[How modules communicate. Describe ONLY patterns that actually exist in the project.
Common patterns: DI interfaces, event/signal bus, reactive properties, direct references.
For each pattern, specify which module or framework provides it.]
## Key Principles
[3-5 principles derived from the project's actual conventions. Examples:]
1. [Principle from the codebase]
2. ...
## Anti-Patterns
- ❌ [What NOT to do — derived from actual project conventions]
- ❌ ...
## Detailed Rules
For framework-specific rules, coding conventions, and implementation details see:
- **`.unikit/RULES.md`** — [brief description of what's there]
- **`.unikit/memory/code/RULES_INDEX.md`** — index of all framework-specific rule files
Rules for generation:
.unikit/memory/code/RULES_INDEX.md — that file
is the single source of truth for which rule files exist and when to load themIf AGENTS.md exists in the project root, add or update the .unikit/ARCHITECTURE.md entry
in the "AI Context Files" table (or equivalent section):
| .unikit/ARCHITECTURE.md | Architecture decisions and guidelines |
If the entry already exists, verify it's accurate. If AGENTS.md doesn't exist, skip this step silently.
✅ Architecture document generated!
Engine: [detected engine]
Pattern: [chosen pattern]
File: .unikit/ARCHITECTURE.md
Discovered:
- [N] modules in [modules directory]
- [N] plugins/addons in [plugins directory]
- [N] third-party assets/packages
- [N] module boundary definitions
Key architectural decisions:
- [decision 1]
- [decision 2]
- [decision 3]
The document references .unikit/memory/code/RULES_INDEX.md for detailed framework rules
and .unikit/RULES.md for coding conventions.
Reference material for architecture evaluation. This content informs recommendations — it is NOT output directly.
| Factor | Component-Based | Layered | Feature-Based | Modular Monolith | MVC/MVP/MVVM | ECS |
|---|---|---|---|---|---|---|
| Project size | Small | Small-Medium | Medium-Large | Medium-Large | Any with UI | Performance-critical |
| Team size | 1-3 | 1-5 | 3-15 | 5-20 | Any | 3-15 |
| Domain complexity | Low | Low-Medium | Medium-High | High | Medium (UI-focused) | Low-Medium |
| Code reuse across projects | Low | Low | Medium | High | Medium | High |
| Initial velocity | ✅ Fast | ✅ Fast | Medium | Medium | Medium | ❌ Slow |
| Refactoring cost | ❌ High | Medium | Medium | ✅ Low | Medium | Medium |
Game jam / prototype? → Component-based (engine-native)
Simple mobile game, solo dev? → Layered or Feature-based
Medium project, clear features? → Feature-based
Multiple reusable systems across projects? → Modular Monolith
UI-heavy game (simulator, strategy, RPG)? → Modular Monolith + MVVM/MVP for UI
Performance-critical (thousands of entities)? → ECS
Unclear yet? → Start with Feature-based, refactor when patterns emerge
The default architecture of most game engines — entities composed of reusable components.
Good for small projects and prototypes. Scales poorly without additional structure.
See ENGINE_RULES.md for the specific component model.
Horizontal layers: Presentation (Views, UI) → Logic (Services, Controllers) → Data (Models, Persistence). Each layer depends only on the layer below. Simple but can lead to "god service" classes.
Code organized by game feature: Player/, Inventory/, Combat/, UI/.
Each feature folder contains all its scripts. Good balance of simplicity and organization.
Independent modules with enforced boundaries. Each module has its own namespace, tests, and public API.
Modules communicate through interfaces and DI. High reusability across projects.
Works best when combined with a DI/IoC framework.
See ENGINE_RULES.md for how module boundaries are enforced in each engine.
Typical module structure:
Modules/
├── ModuleName/
│ ├── Scripts/ (or src/, Source/)
│ │ ├── Public/ # Interfaces, DTOs exposed to other modules
│ │ └── Internal/ # Implementation details
│ ├── Tests/
│ └── [boundary file] # .asmdef, BUILD, module.json, etc.
Model-View separation patterns. Choose based on UI complexity:
ENGINE_RULES.md for available options.These patterns typically apply to the UI/presentation layer and combine with another pattern for overall project organization.
Data-oriented design: Components are pure data, Systems process components in bulk.
Maximum performance through cache-friendly memory layout.
Steep learning curve, best for specific performance-critical scenarios.
See ENGINE_RULES.md for engine-specific ECS implementations.
See ENGINE_RULES.md for engine-specific mechanisms.
These are common patterns found in game projects. Document whichever ones exist:
| Pattern | Mechanism | When to use |
|---|---|---|
| DI Interfaces | Module exposes interface, consumer gets it via DI | Direct dependencies between modules |
| Event/Signal Bus | Fire-and-forget events (signal/event structs) | Decoupled communication, no direct dependency |
| Reactive Properties | Observable state (reactive streams/properties) | State observation, View ← Model binding |
| Engine-Native Events | Engine's built-in event/signal system | Designer-friendly, scene-independent events |
| Static Events | Language-level static events/delegates | Simple, but hard to test and creates hidden coupling |
See ENGINE_RULES.md for engine-specific communication mechanisms.
Frequently asked questions
Generate .unikit/ARCHITECTURE.md with architecture decisions tailored to the game project.
The source record exposes this install command: npx skills add https://github.com/NintendaDev/unikit-ai --skill "skills/unikit-architecture". Inspect the command and pinned source before running it.
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