Files
BMAD-METHOD/expansion-packs/bmad-2d-unity-game-dev/templates/game-architecture-tmpl.yaml
PinkyD a7038d43d1 feat: Overhaul and Enhance 2D Unity Game Dev Expansion Pack (#350)
* Updated game-sm agent to match the new core framework patterns

* feat:Created more comprehensive game story matching new format system as well

* feat:Added Game specific course correct task

* feat:Updated dod-checklist to match new DoD format

* feat:Added new Architect agent for appropriate architecture doc creation and design

* feat:Overhaul of game-architecture-tmpl template

* feat:Updated rest of templates besides level which doesnt really need it

* feat: Finished extended architecture documentation needed for new game story tasks

* feat: Updated game Developer to new format

* feat: Updated last agent to new format and updated bmad-kb. bmad-kb I did my best with but im not sure of it's valid usage in the expansion pack, the AI generated more of the file then myself. I made sure to include it due to the new core-config file

* feat: Finished updating designer agent to new format and cleaned up template linting errors

* Built dist for web bundle

* Increased expansion pack minor verison number

* Updated architecht and design for sharding built-in

* chore: bump bmad-2d-unity-game-dev version (minor)

* updated config.yaml for game-specific pieces to supplement core-config.yaml

* Updated game-core-config and epic processing for game story and game design. Initial implementation was far too generic

* chore: bump bmad-2d-unity-game-dev version (patch)

* feat: Fixed issue with multi-configs being needed. chore: bump bmad-2d-unity-game-dev version (patch)

* Chore: Built web-bundle

* feat: Added the ability to specify the unity editor install location.\nchore: bump bmad-2d-unity-game-dev version (patch)

* feat: core-config must be in two places to support inherited tasks at this time so added instructions to copy and create one in expansion pack folder as well. chore: bump bmad-2d-unity-game-dev version (patch)
2025-07-23 07:14:06 -05:00

1031 lines
41 KiB
YAML

template:
id: game-architecture-template-v3
name: Game Architecture Document
version: 3.0
output:
format: markdown
filename: docs/game-architecture.md
title: "{{project_name}} Game Architecture Document"
workflow:
mode: interactive
elicitation: advanced-elicitation
sections:
- id: introduction
title: Introduction
instruction: |
If available, review any provided relevant documents to gather all relevant context before beginning. At a minimum you should locate and review: Game Design Document (GDD), Technical Preferences. If these are not available, ask the user what docs will provide the basis for the game architecture.
sections:
- id: intro-content
content: |
This document outlines the complete technical architecture for {{project_name}}, a 2D game built with Unity and C#. It serves as the technical foundation for AI-driven game development, ensuring consistency and scalability across all game systems.
This architecture is designed to support the gameplay mechanics defined in the Game Design Document while maintaining stable performance and cross-platform compatibility.
- id: starter-template
title: Starter Template or Existing Project
instruction: |
Before proceeding further with game architecture design, check if the project is based on a Unity template or existing codebase:
1. Review the GDD and brainstorming brief for any mentions of:
- Unity templates (2D Core, 2D Mobile, 2D URP, etc.)
- Existing Unity projects being used as a foundation
- Asset Store packages or game development frameworks
- Previous game projects to be cloned or adapted
2. If a starter template or existing project is mentioned:
- Ask the user to provide access via one of these methods:
- Link to the Unity template documentation
- Upload/attach the project files (for small projects)
- Share a link to the project repository (GitHub, GitLab, etc.)
- Analyze the starter/existing project to understand:
- Pre-configured Unity version and render pipeline
- Project structure and organization patterns
- Built-in packages and dependencies
- Existing architectural patterns and conventions
- Any limitations or constraints imposed by the starter
- Use this analysis to inform and align your architecture decisions
3. If no starter template is mentioned but this is a greenfield project:
- Suggest appropriate Unity templates based on the target platform
- Explain the benefits (faster setup, best practices, package integration)
- Let the user decide whether to use one
4. If the user confirms no starter template will be used:
- Proceed with architecture design from scratch
- Note that manual setup will be required for all Unity configuration
Document the decision here before proceeding with the architecture design. If none, just say N/A
elicit: true
- id: changelog
title: Change Log
type: table
columns: [Date, Version, Description, Author]
instruction: Track document versions and changes
- id: high-level-architecture
title: High Level Architecture
instruction: |
This section contains multiple subsections that establish the foundation of the game architecture. Present all subsections together at once.
elicit: true
sections:
- id: technical-summary
title: Technical Summary
instruction: |
Provide a brief paragraph (3-5 sentences) overview of:
- The game's overall architecture style (component-based Unity architecture)
- Key game systems and their relationships
- Primary technology choices (Unity, C#, target platforms)
- Core architectural patterns being used (MonoBehaviour components, ScriptableObjects, Unity Events)
- Reference back to the GDD goals and how this architecture supports them
- id: high-level-overview
title: High Level Overview
instruction: |
Based on the GDD's Technical Assumptions section, describe:
1. The main architectural style (component-based Unity architecture with MonoBehaviours)
2. Repository structure decision from GDD (single Unity project vs multiple projects)
3. Game system architecture (modular systems, manager singletons, data-driven design)
4. Primary player interaction flow and core game loop
5. Key architectural decisions and their rationale (render pipeline, input system, physics)
- id: project-diagram
title: High Level Project Diagram
type: mermaid
mermaid_type: graph
instruction: |
Create a Mermaid diagram that visualizes the high-level game architecture. Consider:
- Core game systems (Input, Physics, Rendering, Audio, UI)
- Game managers and their responsibilities
- Data flow between systems
- External integrations (platform services, analytics)
- Player interaction points
- id: architectural-patterns
title: Architectural and Design Patterns
instruction: |
List the key high-level patterns that will guide the game architecture. For each pattern:
1. Present 2-3 viable options if multiple exist
2. Provide your recommendation with clear rationale
3. Get user confirmation before finalizing
4. These patterns should align with the GDD's technical assumptions and project goals
Common Unity patterns to consider:
- Component patterns (MonoBehaviour composition, ScriptableObject data)
- Game management patterns (Singleton managers, Event systems, State machines)
- Data patterns (ScriptableObject configuration, Save/Load systems)
- Unity-specific patterns (Object pooling, Coroutines, Unity Events)
template: "- **{{pattern_name}}:** {{pattern_description}} - _Rationale:_ {{rationale}}"
examples:
- "**Component-Based Architecture:** Using MonoBehaviour components for game logic - _Rationale:_ Aligns with Unity's design philosophy and enables reusable, testable game systems"
- "**ScriptableObject Data:** Using ScriptableObjects for game configuration - _Rationale:_ Enables data-driven design and easy balancing without code changes"
- "**Event-Driven Communication:** Using Unity Events and C# events for system decoupling - _Rationale:_ Supports modular architecture and easier testing"
- id: tech-stack
title: Tech Stack
instruction: |
This is the DEFINITIVE technology selection section for the Unity game. Work with the user to make specific choices:
1. Review GDD technical assumptions and any preferences from {root}/data/technical-preferences.yaml or an attached technical-preferences
2. For each category, present 2-3 viable options with pros/cons
3. Make a clear recommendation based on project needs
4. Get explicit user approval for each selection
5. Document exact versions (avoid "latest" - pin specific versions)
6. This table is the single source of truth - all other docs must reference these choices
Key decisions to finalize - before displaying the table, ensure you are aware of or ask the user about:
- Unity version and render pipeline
- Target platforms and their specific requirements
- Unity Package Manager packages and versions
- Third-party assets or frameworks
- Platform SDKs and services
- Build and deployment tools
Upon render of the table, ensure the user is aware of the importance of this sections choices, should also look for gaps or disagreements with anything, ask for any clarifications if something is unclear why its in the list, and also right away elicit feedback.
elicit: true
sections:
- id: platform-infrastructure
title: Platform Infrastructure
template: |
- **Target Platforms:** {{target_platforms}}
- **Primary Platform:** {{primary_platform}}
- **Platform Services:** {{platform_services_list}}
- **Distribution:** {{distribution_channels}}
- id: technology-stack-table
title: Technology Stack Table
type: table
columns: [Category, Technology, Version, Purpose, Rationale]
instruction: Populate the technology stack table with all relevant Unity technologies
examples:
- "| **Game Engine** | Unity | 2022.3.21f1 | Core game development platform | Latest LTS version, stable 2D tooling, comprehensive package ecosystem |"
- "| **Language** | C# | 10.0 | Primary scripting language | Unity's native language, strong typing, excellent tooling |"
- "| **Render Pipeline** | Universal Render Pipeline (URP) | 14.0.10 | 2D/3D rendering | Optimized for mobile, excellent 2D features, future-proof |"
- "| **Input System** | Unity Input System | 1.7.0 | Cross-platform input handling | Modern input system, supports multiple devices, rebindable controls |"
- "| **Physics** | Unity 2D Physics | Built-in | 2D collision and physics | Integrated Box2D, optimized for 2D games |"
- "| **Audio** | Unity Audio | Built-in | Audio playback and mixing | Built-in audio system with mixer support |"
- "| **Testing** | Unity Test Framework | 1.1.33 | Unit and integration testing | Built-in testing framework based on NUnit |"
- id: data-models
title: Game Data Models
instruction: |
Define the core game data models/entities using Unity's ScriptableObject system:
1. Review GDD requirements and identify key game entities
2. For each model, explain its purpose and relationships
3. Include key attributes and data types appropriate for Unity/C#
4. Show relationships between models using ScriptableObject references
5. Discuss design decisions with user
Create a clear conceptual model before moving to specific implementations.
elicit: true
repeatable: true
sections:
- id: model
title: "{{model_name}}"
template: |
**Purpose:** {{model_purpose}}
**Key Attributes:**
- {{attribute_1}}: {{type_1}} - {{description_1}}
- {{attribute_2}}: {{type_2}} - {{description_2}}
**Relationships:**
- {{relationship_1}}
- {{relationship_2}}
**ScriptableObject Implementation:**
- Create as `[CreateAssetMenu]` ScriptableObject
- Store in `Assets/_Project/Data/{{ModelName}}/`
- id: components
title: Game Systems & Components
instruction: |
Based on the architectural patterns, tech stack, and data models from above:
1. Identify major game systems and their responsibilities
2. Consider Unity's component-based architecture with MonoBehaviours
3. Define clear interfaces between systems using Unity Events or C# events
4. For each system, specify:
- Primary responsibility and core functionality
- Key MonoBehaviour components and ScriptableObjects
- Dependencies on other systems
- Unity-specific implementation details (lifecycle methods, coroutines, etc.)
5. Create system diagrams where helpful using Unity terminology
elicit: true
sections:
- id: system-list
repeatable: true
title: "{{system_name}} System"
template: |
**Responsibility:** {{system_description}}
**Key Components:**
- {{component_1}} (MonoBehaviour)
- {{component_2}} (ScriptableObject)
- {{component_3}} (Manager/Controller)
**Unity Implementation Details:**
- Lifecycle: {{lifecycle_methods}}
- Events: {{unity_events_used}}
- Dependencies: {{system_dependencies}}
**Files to Create:**
- `Assets/_Project/Scripts/{{SystemName}}/{{MainScript}}.cs`
- `Assets/_Project/Prefabs/{{SystemName}}/{{MainPrefab}}.prefab`
- id: component-diagrams
title: System Interaction Diagrams
type: mermaid
instruction: |
Create Mermaid diagrams to visualize game system relationships. Options:
- System architecture diagram for high-level view
- Component interaction diagram for detailed relationships
- Sequence diagrams for complex game loops (Update, FixedUpdate flows)
Choose the most appropriate for clarity and Unity-specific understanding
- id: gameplay-systems
title: Gameplay Systems Architecture
instruction: |
Define the core gameplay systems that drive the player experience. Focus on game-specific logic and mechanics.
elicit: true
sections:
- id: gameplay-overview
title: Gameplay Systems Overview
template: |
**Core Game Loop:** {{core_game_loop_description}}
**Player Actions:** {{primary_player_actions}}
**Game State Flow:** {{game_state_transitions}}
- id: gameplay-components
title: Gameplay Component Architecture
template: |
**Player Controller Components:**
- {{player_controller_components}}
**Game Logic Components:**
- {{game_logic_components}}
**Interaction Systems:**
- {{interaction_system_components}}
- id: component-architecture
title: Component Architecture Details
instruction: |
Define detailed Unity component architecture patterns and conventions for the game.
elicit: true
sections:
- id: monobehaviour-patterns
title: MonoBehaviour Patterns
template: |
**Component Composition:** {{component_composition_approach}}
**Lifecycle Management:** {{lifecycle_management_patterns}}
**Component Communication:** {{component_communication_methods}}
- id: scriptableobject-usage
title: ScriptableObject Architecture
template: |
**Data Architecture:** {{scriptableobject_data_patterns}}
**Configuration Management:** {{config_scriptableobject_usage}}
**Runtime Data:** {{runtime_scriptableobject_patterns}}
- id: physics-config
title: Physics Configuration
instruction: |
Define Unity 2D physics setup and configuration for the game.
elicit: true
sections:
- id: physics-settings
title: Physics Settings
template: |
**Physics 2D Settings:** {{physics_2d_configuration}}
**Collision Layers:** {{collision_layer_matrix}}
**Physics Materials:** {{physics_materials_setup}}
- id: rigidbody-patterns
title: Rigidbody Patterns
template: |
**Player Physics:** {{player_rigidbody_setup}}
**Object Physics:** {{object_physics_patterns}}
**Performance Optimization:** {{physics_optimization_strategies}}
- id: input-system
title: Input System Architecture
instruction: |
Define input handling using Unity's Input System package.
elicit: true
sections:
- id: input-actions
title: Input Actions Configuration
template: |
**Input Action Assets:** {{input_action_asset_structure}}
**Action Maps:** {{input_action_maps}}
**Control Schemes:** {{control_schemes_definition}}
- id: input-handling
title: Input Handling Patterns
template: |
**Player Input:** {{player_input_component_usage}}
**UI Input:** {{ui_input_handling_patterns}}
**Input Validation:** {{input_validation_strategies}}
- id: state-machines
title: State Machine Architecture
instruction: |
Define state machine patterns for game states, player states, and AI behavior.
elicit: true
sections:
- id: game-state-machine
title: Game State Machine
template: |
**Game States:** {{game_state_definitions}}
**State Transitions:** {{game_state_transition_rules}}
**State Management:** {{game_state_manager_implementation}}
- id: entity-state-machines
title: Entity State Machines
template: |
**Player States:** {{player_state_machine_design}}
**AI Behavior States:** {{ai_state_machine_patterns}}
**Object States:** {{object_state_management}}
- id: ui-architecture
title: UI Architecture
instruction: |
Define Unity UI system architecture using UGUI or UI Toolkit.
elicit: true
sections:
- id: ui-system-choice
title: UI System Selection
template: |
**UI Framework:** {{ui_framework_choice}} (UGUI/UI Toolkit)
**UI Scaling:** {{ui_scaling_strategy}}
**Canvas Setup:** {{canvas_configuration}}
- id: ui-navigation
title: UI Navigation System
template: |
**Screen Management:** {{screen_management_system}}
**Navigation Flow:** {{ui_navigation_patterns}}
**Back Button Handling:** {{back_button_implementation}}
- id: ui-components
title: UI Component System
instruction: |
Define reusable UI components and their implementation patterns.
elicit: true
sections:
- id: ui-component-library
title: UI Component Library
template: |
**Base Components:** {{base_ui_components}}
**Custom Components:** {{custom_ui_components}}
**Component Prefabs:** {{ui_prefab_organization}}
- id: ui-data-binding
title: UI Data Binding
template: |
**Data Binding Patterns:** {{ui_data_binding_approach}}
**UI Events:** {{ui_event_system}}
**View Model Patterns:** {{ui_viewmodel_implementation}}
- id: ui-state-management
title: UI State Management
instruction: |
Define how UI state is managed across the game.
elicit: true
sections:
- id: ui-state-patterns
title: UI State Patterns
template: |
**State Persistence:** {{ui_state_persistence}}
**Screen State:** {{screen_state_management}}
**UI Configuration:** {{ui_configuration_management}}
- id: scene-management
title: Scene Management Architecture
instruction: |
Define scene loading, unloading, and transition strategies.
elicit: true
sections:
- id: scene-structure
title: Scene Structure
template: |
**Scene Organization:** {{scene_organization_strategy}}
**Scene Hierarchy:** {{scene_hierarchy_patterns}}
**Persistent Scenes:** {{persistent_scene_usage}}
- id: scene-loading
title: Scene Loading System
template: |
**Loading Strategies:** {{scene_loading_patterns}}
**Async Loading:** {{async_scene_loading_implementation}}
**Loading Screens:** {{loading_screen_management}}
- id: data-persistence
title: Data Persistence Architecture
instruction: |
Define save system and data persistence strategies.
elicit: true
sections:
- id: save-data-structure
title: Save Data Structure
template: |
**Save Data Models:** {{save_data_model_design}}
**Serialization Format:** {{serialization_format_choice}}
**Data Validation:** {{save_data_validation}}
- id: persistence-strategy
title: Persistence Strategy
template: |
**Save Triggers:** {{save_trigger_events}}
**Auto-Save:** {{auto_save_implementation}}
**Cloud Save:** {{cloud_save_integration}}
- id: save-system
title: Save System Implementation
instruction: |
Define detailed save system implementation patterns.
elicit: true
sections:
- id: save-load-api
title: Save/Load API
template: |
**Save Interface:** {{save_interface_design}}
**Load Interface:** {{load_interface_design}}
**Error Handling:** {{save_load_error_handling}}
- id: save-file-management
title: Save File Management
template: |
**File Structure:** {{save_file_structure}}
**Backup Strategy:** {{save_backup_strategy}}
**Migration:** {{save_data_migration_strategy}}
- id: analytics-integration
title: Analytics Integration
instruction: |
Define analytics tracking and integration patterns.
condition: Game requires analytics tracking
elicit: true
sections:
- id: analytics-events
title: Analytics Event Design
template: |
**Event Categories:** {{analytics_event_categories}}
**Custom Events:** {{custom_analytics_events}}
**Player Progression:** {{progression_analytics}}
- id: analytics-implementation
title: Analytics Implementation
template: |
**Analytics SDK:** {{analytics_sdk_choice}}
**Event Tracking:** {{event_tracking_patterns}}
**Privacy Compliance:** {{analytics_privacy_considerations}}
- id: multiplayer-architecture
title: Multiplayer Architecture
instruction: |
Define multiplayer system architecture if applicable.
condition: Game includes multiplayer features
elicit: true
sections:
- id: networking-approach
title: Networking Approach
template: |
**Networking Solution:** {{networking_solution_choice}}
**Architecture Pattern:** {{multiplayer_architecture_pattern}}
**Synchronization:** {{state_synchronization_strategy}}
- id: multiplayer-systems
title: Multiplayer System Components
template: |
**Client Components:** {{multiplayer_client_components}}
**Server Components:** {{multiplayer_server_components}}
**Network Messages:** {{network_message_design}}
- id: rendering-pipeline
title: Rendering Pipeline Configuration
instruction: |
Define Unity rendering pipeline setup and optimization.
elicit: true
sections:
- id: render-pipeline-setup
title: Render Pipeline Setup
template: |
**Pipeline Choice:** {{render_pipeline_choice}} (URP/Built-in)
**Pipeline Asset:** {{render_pipeline_asset_config}}
**Quality Settings:** {{quality_settings_configuration}}
- id: rendering-optimization
title: Rendering Optimization
template: |
**Batching Strategies:** {{sprite_batching_optimization}}
**Draw Call Optimization:** {{draw_call_reduction_strategies}}
**Texture Optimization:** {{texture_optimization_settings}}
- id: shader-guidelines
title: Shader Guidelines
instruction: |
Define shader usage and custom shader guidelines.
elicit: true
sections:
- id: shader-usage
title: Shader Usage Patterns
template: |
**Built-in Shaders:** {{builtin_shader_usage}}
**Custom Shaders:** {{custom_shader_requirements}}
**Shader Variants:** {{shader_variant_management}}
- id: shader-performance
title: Shader Performance Guidelines
template: |
**Mobile Optimization:** {{mobile_shader_optimization}}
**Performance Budgets:** {{shader_performance_budgets}}
**Profiling Guidelines:** {{shader_profiling_approach}}
- id: sprite-management
title: Sprite Management
instruction: |
Define sprite asset management and optimization strategies.
elicit: true
sections:
- id: sprite-organization
title: Sprite Organization
template: |
**Atlas Strategy:** {{sprite_atlas_organization}}
**Sprite Naming:** {{sprite_naming_conventions}}
**Import Settings:** {{sprite_import_settings}}
- id: sprite-optimization
title: Sprite Optimization
template: |
**Compression Settings:** {{sprite_compression_settings}}
**Resolution Strategy:** {{sprite_resolution_strategy}}
**Memory Optimization:** {{sprite_memory_optimization}}
- id: particle-systems
title: Particle System Architecture
instruction: |
Define particle system usage and optimization.
elicit: true
sections:
- id: particle-design
title: Particle System Design
template: |
**Effect Categories:** {{particle_effect_categories}}
**Prefab Organization:** {{particle_prefab_organization}}
**Pooling Strategy:** {{particle_pooling_implementation}}
- id: particle-performance
title: Particle Performance
template: |
**Performance Budgets:** {{particle_performance_budgets}}
**Mobile Optimization:** {{particle_mobile_optimization}}
**LOD Strategy:** {{particle_lod_implementation}}
- id: audio-architecture
title: Audio Architecture
instruction: |
Define audio system architecture and implementation.
elicit: true
sections:
- id: audio-system-design
title: Audio System Design
template: |
**Audio Manager:** {{audio_manager_implementation}}
**Audio Sources:** {{audio_source_management}}
**3D Audio:** {{spatial_audio_implementation}}
- id: audio-categories
title: Audio Categories
template: |
**Music System:** {{music_system_architecture}}
**Sound Effects:** {{sfx_system_design}}
**Voice/Dialog:** {{dialog_system_implementation}}
- id: audio-mixing
title: Audio Mixing Configuration
instruction: |
Define Unity Audio Mixer setup and configuration.
elicit: true
sections:
- id: mixer-setup
title: Audio Mixer Setup
template: |
**Mixer Groups:** {{audio_mixer_group_structure}}
**Effects Chain:** {{audio_effects_configuration}}
**Snapshot System:** {{audio_snapshot_usage}}
- id: dynamic-mixing
title: Dynamic Audio Mixing
template: |
**Volume Control:** {{volume_control_implementation}}
**Dynamic Range:** {{dynamic_range_management}}
**Platform Optimization:** {{platform_audio_optimization}}
- id: sound-banks
title: Sound Bank Management
instruction: |
Define sound asset organization and loading strategies.
elicit: true
sections:
- id: sound-organization
title: Sound Asset Organization
template: |
**Bank Structure:** {{sound_bank_organization}}
**Loading Strategy:** {{audio_loading_patterns}}
**Memory Management:** {{audio_memory_management}}
- id: sound-streaming
title: Audio Streaming
template: |
**Streaming Strategy:** {{audio_streaming_implementation}}
**Compression Settings:** {{audio_compression_settings}}
**Platform Considerations:** {{platform_audio_considerations}}
- id: unity-conventions
title: Unity Development Conventions
instruction: |
Define Unity-specific development conventions and best practices.
elicit: true
sections:
- id: unity-best-practices
title: Unity Best Practices
template: |
**Component Design:** {{unity_component_best_practices}}
**Performance Guidelines:** {{unity_performance_guidelines}}
**Memory Management:** {{unity_memory_best_practices}}
- id: unity-workflow
title: Unity Workflow Conventions
template: |
**Scene Workflow:** {{scene_workflow_conventions}}
**Prefab Workflow:** {{prefab_workflow_conventions}}
**Asset Workflow:** {{asset_workflow_conventions}}
- id: external-integrations
title: External Integrations
condition: Game requires external service integrations
instruction: |
For each external service integration required by the game:
1. Identify services needed based on GDD requirements and platform needs
2. If documentation URLs are unknown, ask user for specifics
3. Document authentication methods and Unity-specific integration approaches
4. List specific APIs that will be used
5. Note any platform-specific SDKs or Unity packages required
If no external integrations are needed, state this explicitly and skip to next section.
elicit: true
repeatable: true
sections:
- id: integration
title: "{{service_name}} Integration"
template: |
- **Purpose:** {{service_purpose}}
- **Documentation:** {{service_docs_url}}
- **Unity Package:** {{unity_package_name}} {{version}}
- **Platform SDK:** {{platform_sdk_requirements}}
- **Authentication:** {{auth_method}}
**Key Features Used:**
- {{feature_1}} - {{feature_purpose}}
- {{feature_2}} - {{feature_purpose}}
**Unity Implementation Notes:** {{unity_integration_details}}
- id: core-workflows
title: Core Game Workflows
type: mermaid
mermaid_type: sequence
instruction: |
Illustrate key game workflows using sequence diagrams:
1. Identify critical player journeys from GDD (game loop, level progression, etc.)
2. Show system interactions including Unity lifecycle methods
3. Include error handling paths and state transitions
4. Document async operations (scene loading, asset loading)
5. Create both high-level game flow and detailed system interaction diagrams
Focus on workflows that clarify Unity-specific architecture decisions or complex system interactions.
elicit: true
- id: unity-project-structure
title: Unity Project Structure
type: code
language: plaintext
instruction: |
Create a Unity project folder structure that reflects:
1. Unity best practices for 2D game organization
2. The selected render pipeline and packages
3. Component organization from above systems
4. Clear separation of concerns for game assets
5. Testing structure for Unity Test Framework
6. Platform-specific asset organization
Follow Unity naming conventions and folder organization standards.
elicit: true
examples:
- |
ProjectName/
├── Assets/
│ └── _Project/ # Main project folder
│ ├── Scenes/ # Game scenes
│ │ ├── Gameplay/ # Level scenes
│ │ ├── UI/ # UI-only scenes
│ │ └── Loading/ # Loading scenes
│ ├── Scripts/ # C# scripts
│ │ ├── Core/ # Core systems
│ │ ├── Gameplay/ # Gameplay mechanics
│ │ ├── UI/ # UI controllers
│ │ └── Data/ # ScriptableObjects
│ ├── Prefabs/ # Reusable game objects
│ │ ├── Characters/ # Player, enemies
│ │ ├── Environment/ # Level elements
│ │ └── UI/ # UI prefabs
│ ├── Art/ # Visual assets
│ │ ├── Sprites/ # 2D sprites
│ │ ├── Materials/ # Unity materials
│ │ └── Shaders/ # Custom shaders
│ ├── Audio/ # Audio assets
│ │ ├── Music/ # Background music
│ │ ├── SFX/ # Sound effects
│ │ └── Mixers/ # Audio mixers
│ ├── Data/ # Game data
│ │ ├── Settings/ # Game settings
│ │ └── Balance/ # Balance data
│ └── Tests/ # Unity tests
│ ├── EditMode/ # Edit mode tests
│ └── PlayMode/ # Play mode tests
├── Packages/ # Package Manager
│ └── manifest.json # Package dependencies
└── ProjectSettings/ # Unity project settings
- id: infrastructure-deployment
title: Infrastructure and Deployment
instruction: |
Define the Unity build and deployment architecture:
1. Use Unity's build system and any additional tools
2. Choose deployment strategy appropriate for target platforms
3. Define environments (development, staging, production builds)
4. Establish version control and build pipeline practices
5. Consider platform-specific requirements and store submissions
Get user input on build preferences and CI/CD tool choices for Unity projects.
elicit: true
sections:
- id: unity-build-configuration
title: Unity Build Configuration
template: |
- **Unity Version:** {{unity_version}} LTS
- **Build Pipeline:** {{build_pipeline_type}}
- **Addressables:** {{addressables_usage}}
- **Asset Bundles:** {{asset_bundle_strategy}}
- id: deployment-strategy
title: Deployment Strategy
template: |
- **Build Automation:** {{build_automation_tool}}
- **Version Control:** {{version_control_integration}}
- **Distribution:** {{distribution_platforms}}
- id: environments
title: Build Environments
repeatable: true
template: "- **{{env_name}}:** {{env_purpose}} - {{platform_settings}}"
- id: platform-specific-builds
title: Platform-Specific Build Settings
type: code
language: text
template: "{{platform_build_configurations}}"
- id: coding-standards
title: Coding Standards
instruction: |
These standards are MANDATORY for AI agents working on Unity game development. Work with user to define ONLY the critical rules needed to prevent bad Unity code. Explain that:
1. This section directly controls AI developer behavior
2. Keep it minimal - assume AI knows general C# and Unity best practices
3. Focus on project-specific Unity conventions and gotchas
4. Overly detailed standards bloat context and slow development
5. Standards will be extracted to separate file for dev agent use
For each standard, get explicit user confirmation it's necessary.
elicit: true
sections:
- id: core-standards
title: Core Standards
template: |
- **Unity Version:** {{unity_version}} LTS
- **C# Language Version:** {{csharp_version}}
- **Code Style:** Microsoft C# conventions + Unity naming
- **Testing Framework:** Unity Test Framework (NUnit-based)
- id: unity-naming-conventions
title: Unity Naming Conventions
type: table
columns: [Element, Convention, Example]
instruction: Only include if deviating from Unity defaults
examples:
- "| MonoBehaviour | PascalCase + Component suffix | PlayerController, HealthSystem |"
- "| ScriptableObject | PascalCase + Data/Config suffix | PlayerData, GameConfig |"
- "| Prefab | PascalCase descriptive | PlayerCharacter, EnvironmentTile |"
- id: critical-rules
title: Critical Unity Rules
instruction: |
List ONLY rules that AI might violate or Unity-specific requirements. Examples:
- "Always cache GetComponent calls in Awake() or Start()"
- "Use [SerializeField] for private fields that need Inspector access"
- "Prefer UnityEvents over C# events for Inspector-assignable callbacks"
- "Never call GameObject.Find() in Update, FixedUpdate, or LateUpdate"
Avoid obvious rules like "follow SOLID principles" or "optimize performance"
repeatable: true
template: "- **{{rule_name}}:** {{rule_description}}"
- id: unity-specifics
title: Unity-Specific Guidelines
condition: Critical Unity-specific rules needed
instruction: Add ONLY if critical for preventing AI mistakes with Unity APIs
sections:
- id: unity-lifecycle
title: Unity Lifecycle Rules
repeatable: true
template: "- **{{lifecycle_method}}:** {{usage_rule}}"
- id: test-strategy
title: Test Strategy and Standards
instruction: |
Work with user to define comprehensive Unity test strategy:
1. Use Unity Test Framework for both Edit Mode and Play Mode tests
2. Decide on test-driven development vs test-after approach
3. Define test organization and naming for Unity projects
4. Establish coverage goals for game logic
5. Determine integration test infrastructure (scene-based testing)
6. Plan for test data and mock external dependencies
Note: Basic info goes in Coding Standards for dev agent. This detailed section is for comprehensive testing strategy.
elicit: true
sections:
- id: testing-philosophy
title: Testing Philosophy
template: |
- **Approach:** {{test_approach}}
- **Coverage Goals:** {{coverage_targets}}
- **Test Distribution:** {{edit_mode_vs_play_mode_split}}
- id: unity-test-types
title: Unity Test Types and Organization
sections:
- id: edit-mode-tests
title: Edit Mode Tests
template: |
- **Framework:** Unity Test Framework (Edit Mode)
- **File Convention:** {{edit_mode_test_naming}}
- **Location:** `Assets/_Project/Tests/EditMode/`
- **Purpose:** C# logic testing without Unity runtime
- **Coverage Requirement:** {{edit_mode_coverage}}
**AI Agent Requirements:**
- Test ScriptableObject data validation
- Test utility classes and static methods
- Test serialization/deserialization logic
- Mock Unity APIs where necessary
- id: play-mode-tests
title: Play Mode Tests
template: |
- **Framework:** Unity Test Framework (Play Mode)
- **Location:** `Assets/_Project/Tests/PlayMode/`
- **Purpose:** Integration testing with Unity runtime
- **Test Scenes:** {{test_scene_requirements}}
- **Coverage Requirement:** {{play_mode_coverage}}
**AI Agent Requirements:**
- Test MonoBehaviour component interactions
- Test scene loading and GameObject lifecycle
- Test physics interactions and collision systems
- Test UI interactions and event systems
- id: test-data-management
title: Test Data Management
template: |
- **Strategy:** {{test_data_approach}}
- **ScriptableObject Fixtures:** {{test_scriptableobject_location}}
- **Test Scene Templates:** {{test_scene_templates}}
- **Cleanup Strategy:** {{cleanup_approach}}
- id: security
title: Security Considerations
instruction: |
Define security requirements specific to Unity game development:
1. Focus on Unity-specific security concerns
2. Consider platform store requirements
3. Address save data protection and anti-cheat measures
4. Define secure communication patterns for multiplayer
5. These rules directly impact Unity code generation
elicit: true
sections:
- id: save-data-security
title: Save Data Security
template: |
- **Encryption:** {{save_data_encryption_method}}
- **Validation:** {{save_data_validation_approach}}
- **Anti-Tampering:** {{anti_tampering_measures}}
- id: platform-security
title: Platform Security Requirements
template: |
- **Mobile Permissions:** {{mobile_permission_requirements}}
- **Store Compliance:** {{platform_store_requirements}}
- **Privacy Policy:** {{privacy_policy_requirements}}
- id: multiplayer-security
title: Multiplayer Security (if applicable)
condition: Game includes multiplayer features
template: |
- **Client Validation:** {{client_validation_rules}}
- **Server Authority:** {{server_authority_approach}}
- **Anti-Cheat:** {{anti_cheat_measures}}
- id: checklist-results
title: Checklist Results Report
instruction: Before running the checklist, offer to output the full game architecture document. Once user confirms, execute the architect-checklist and populate results here.
- id: next-steps
title: Next Steps
instruction: |
After completing the game architecture:
1. Review with Game Designer and technical stakeholders
2. Begin story implementation with Game Developer agent
3. Set up Unity project structure and initial configuration
4. Configure version control and build pipeline
Include specific prompts for next agents if needed.
sections:
- id: developer-prompt
title: Game Developer Prompt
instruction: |
Create a brief prompt to hand off to Game Developer for story implementation. Include:
- Reference to this game architecture document
- Key Unity-specific requirements from this architecture
- Any Unity package or configuration decisions made here
- Request for adherence to established coding standards and patterns