Unity level design-to-code translation. Trigger & event architecture, encounter design contracts, checkpoint & respawn, cinematic & scripted sequences, environmental storytelling hooks, level streaming & loading seams. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/ DESIGN HOOK. Based on Unity 6.3 LTS.
Scanned 9/6/2026
Install to Claude Code
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---
name: unity-level-design
description: >
Unity level design-to-code translation. Trigger & event architecture, encounter design
contracts, checkpoint & respawn, cinematic & scripted sequences, environmental storytelling
hooks, level streaming & loading seams. DESIGN INTENT format: INTENT/WRONG/RIGHT/SCAFFOLD/
DESIGN HOOK. Based on Unity 6.3 LTS.
globs:
- "**/*.cs"
- "**/*.unity"
- "**/*.asset"
---
# Level Design -- Design Translation Patterns
> **Prerequisite skills:** `unity-scene-assets` (additive scenes, Addressables), `unity-async-patterns` (async loading, cancellation), `unity-game-architecture` (SO events, bootstrap)
Claude treats levels as static scene files with no contract layer between level designers and gameplay programmers. Triggers are one-off scripts with game logic jammed into `OnTriggerEnter`, encounters are hardcoded spawn sequences, and checkpoints break on scene reload because nobody thought about what state needs to survive. These patterns establish the translation layer: designers author intent through data assets and Inspector configuration, programmers provide the systems that honor that intent.
---
## PATTERN 1: Trigger & Event Architecture
DESIGN INTENT: Level designers place trigger volumes in the editor that fire game events -- spawn enemies, play dialogue, open a door. The trigger is a generic, reusable component; the response is wired in the Inspector via ScriptableObject event channels.
WRONG:
```csharp
// Each trigger is a bespoke script -- 47 of these in the project
public class Door3Trigger : MonoBehaviour
{
public GameObject door;
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
door.GetComponent<Animator>().SetTrigger("Open");
}
}
```
Every trigger is a unique MonoBehaviour. No reuse, no designer control, no way to disable or reconfigure without code changes.
RIGHT: Generic `TriggerZone` component with configurable activation rules and SO event channel output. Designer wires event in Inspector -- zero per-trigger code.
```csharp
using UnityEngine;
/// <summary>
/// Generic trigger volume that raises a GameEvent SO channel on activation.
/// Configurable activation count, tag filter, cooldown, and delay.
/// </summary>
[RequireComponent(typeof(Collider), typeof(Rigidbody))]
public class TriggerZone : MonoBehaviour
{
public enum ActivationMode { Once, Repeating, NTimes }
[Header("Activation Rules")]
[SerializeField] ActivationMode _mode = ActivationMode.Once;
[SerializeField] int _maxActivations = 1;
[SerializeField] float _cooldownSeconds;
[SerializeField] float _activationDelay;
[SerializeField] string _requiredTag = "Player";
[SerializeField] LayerMask _requiredLayer = ~0;
[Header("Event Output")]
[SerializeField] GameEvent _onActivated;
int _activationCount;
float _lastActivationTime = float.NegativeInfinity;
// See unity-game-architecture for GameEvent SO channel pattern
void Reset()
{
// Guarantee Rigidbody is kinematic and collider is trigger
var rb = GetComponent<Rigidbody>();
rb.isKinematic = true;
GetComponent<Collider>().isTrigger = true;
}
void OnTriggerEnter(Collider other)
{
if (!PassesFilter(other)) return;
if (!CanActivate()) return;
_ = ActivateAsync();
}
bool PassesFilter(Collider other)
{
if (!string.IsNullOrEmpty(_requiredTag) && !other.CompareTag(_requiredTag))
return false;
if ((_requiredLayer & (1 << other.gameObject.layer)) == 0)
return false;
return true;
}
bool CanActivate()
{
if (_mode == ActivationMode.Once && _activationCount >= 1) return false;
if (_mode == ActivationMode.NTimes && _activationCount >= _maxActivations) return false;
if (Time.time - _lastActivationTime < _cooldownSeconds) return false;
return true;
}
async Awaitable ActivateAsync()
{
if (_activationDelay > 0f)
await Awaitable.WaitForSecondsAsync(_activationDelay, destroyCancellationToken);
_activationCount++;
_lastActivationTime = Time.time;
_onActivated?.Raise();
}
}
```
SCAFFOLD:
- `TriggerZone` MonoBehaviour (above) -- the generic trigger component
- `GameEvent` ScriptableObject channel -- cross-ref `unity-game-architecture`
- `TriggerConfig` fields -- activation mode, count, cooldown, delay, tag/layer filter
DESIGN HOOK: Designers place trigger volumes in the scene, assign a `GameEvent` SO in the Inspector, and configure activation rules. Zero per-trigger code. New trigger behaviors = new `GameEvent` listeners, not new trigger scripts.
GOTCHA: `OnTriggerEnter` requires one collider to have `isTrigger = true` and at least one Rigidbody in the pair. The `TriggerZone` adds its own kinematic Rigidbody via `[RequireComponent]` and sets it up in `Reset()` to guarantee this works regardless of what enters. Without this, triggers silently fail when the entering object has no Rigidbody.
---
## PATTERN 2: Encounter Design Contracts
DESIGN INTENT: Designers define encounters (enemy waves, arena lockdowns, puzzles) as data assets and place them in levels via prefabs. The encounter definition is separate from the encounter instance.
WRONG:
```csharp
// Hardcoded encounter -- can't reuse, can't tune without code changes
public class ArenaEncounter : MonoBehaviour
{
public GameObject zombiePrefab;
public GameObject skeletonPrefab;
async Awaitable Start()
{
// Wave 1
Instantiate(zombiePrefab, transform.position, Quaternion.identity);
Instantiate(zombiePrefab, transform.position + Vector3.right * 3, Quaternion.identity);
await Awaitable.WaitForSecondsAsync(10f);
// Wave 2
Instantiate(skeletonPrefab, transform.position, Quaternion.identity);
}
}
```
Every encounter is a unique script. Wave timing, enemy types, and spawn positions are all hardcoded.
RIGHT: `EncounterConfig` SO defines waves as data. `EncounterController` prefab reads the config and manages spawning.
```csharp
using System;
using UnityEngine;
/// <summary>
/// Defines a single wave within an encounter: enemy types, counts, and timing.
/// </summary>
[Serializable]
public struct WaveDefinition
{
/// <summary>Enemy prefab to spawn in this wave.</summary>
public GameObject EnemyPrefab;
/// <summary>Number of enemies to spawn.</summary>
public int Count;
/// <summary>Seconds to wait before starting this wave (after previous completes).</summary>
public float DelayBeforeWave;
/// <summary>If true, all enemies must be defeated before next wave starts.</summary>
public bool WaitForClear;
}
/// <summary>
/// Data asset defining an entire encounter: sequence of waves and completion rules.
/// </summary>
[CreateAssetMenu(menuName = "Level Design/Encounter Config")]
public class EncounterConfig : ScriptableObject
{
/// <summary>Ordered list of waves in this encounter.</summary>
public WaveDefinition[] Waves;
/// <summary>Event raised when the encounter begins.</summary>
public GameEvent OnEncounterStart;
/// <summary>Event raised when all waves are cleared.</summary>
public GameEvent OnEncounterComplete;
}
```
```csharp
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
/// <summary>
/// Runs an encounter defined by an EncounterConfig SO.
/// Place in scene with spawn point transforms as children.
/// </summary>
public class EncounterController : MonoBehaviour
{
[SerializeField] EncounterConfig _config;
[SerializeField] Transform[] _spawnPoints;
[SerializeField] GameEvent _triggerEvent; // Listens for this to start
readonly List<GameObject> _activeEnemies = new();
// Full implementation in references/level-system-scaffolds.md
}
```
SCAFFOLD:
- `EncounterConfig` SO -- wave definitions, completion events
- `WaveDefinition` serializable struct -- enemy prefab, count, timing, clear condition
- `EncounterController` MonoBehaviour -- async wave progression, spawn management
DESIGN HOOK: Designers create `EncounterConfig` SOs per encounter and place `EncounterController` prefabs at encounter locations. Spawn points are child Transforms on the controller. Tuning wave counts, timing, and enemy types requires zero code changes.
GOTCHA: Spawn points must be defined per-encounter in the scene (Transform array on the controller), not in the SO. ScriptableObjects cannot reference scene objects -- they are project-level assets. If you put Transform references in the SO, they will be null at runtime.
---
## PATTERN 3: Checkpoint & Respawn
DESIGN INTENT: Players die and respawn at the last activated checkpoint. Checkpoint state survives across attempts -- doors stay opened, keys stay collected, enemies stay dead.
WRONG:
```csharp
// Full scene reload on death -- all progress lost
public class DeathHandler : MonoBehaviour
{
public void OnPlayerDied()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
```
Reloading the scene resets everything. Doors re-lock, enemies respawn, puzzles reset. The player must redo the entire level.
RIGHT: `CheckpointSystem` captures a `CheckpointSnapshot` on activation. On death, the snapshot is restored without a scene reload. Objects that need save/restore implement `ICheckpointable`.
```csharp
using UnityEngine;
/// <summary>
/// Implement on any object that needs to save/restore state at checkpoints.
/// </summary>
public interface ICheckpointable
{
/// <summary>Unique ID for this object (use a serialized GUID).</summary>
string CheckpointId { get; }
/// <summary>Capture current state as serializable data.</summary>
object CaptureState();
/// <summary>Restore state from previously captured data.</summary>
void RestoreState(object state);
}
```
```csharp
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// Snapshot of all checkpointable state at a specific checkpoint.
/// </summary>
public class CheckpointSnapshot
{
/// <summary>Player position at checkpoint activation.</summary>
public Vector3 PlayerPosition;
/// <summary>Player rotation at checkpoint activation.</summary>
public Quaternion PlayerRotation;
/// <summary>Saved state per checkpointable object, keyed by CheckpointId.</summary>
public Dictionary<string, object> ObjectStates = new();
}
```
```csharp
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// Manages checkpoint save/restore. Singleton, lives in persistent scene.
/// </summary>
public class CheckpointSystem : MonoBehaviour
{
public static CheckpointSystem Instance { get; private set; }
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void ResetStatics() => Instance = null;
CheckpointSnapshot _currentSnapshot;
void Awake()
{
if (Instance != null && Instance != this) { Destroy(gameObject); return; }
Instance = this;
}
/// <summary>
/// Captures a checkpoint snapshot from the player and all ICheckpointable objects.
/// </summary>
public void SaveCheckpoint(Transform player)
{
_currentSnapshot = new CheckpointSnapshot
{
PlayerPosition = player.position,
PlayerRotation = player.rotation
};
foreach (var obj in FindCheckpointables())
_currentSnapshot.ObjectStates[obj.CheckpointId] = obj.CaptureState();
}
/// <summary>
/// Restores the last checkpoint snapshot. Returns false if no checkpoint exists.
/// </summary>
public bool RestoreCheckpoint(Transform player)
{
if (_currentSnapshot == null) return false;
player.position = _currentSnapshot.PlayerPosition;
player.rotation = _currentSnapshot.PlayerRotation;
foreach (var obj in FindCheckpointables())
{
if (_currentSnapshot.ObjectStates.TryGetValue(obj.CheckpointId, out var state))
obj.RestoreState(state);
}
return true;
}
IEnumerable<ICheckpointable> FindCheckpointables() =>
FindObjectsByType<MonoBehaviour>(FindObjectsSortMode.None).OfType<ICheckpointable>();
}
```
SCAFFOLD:
- `CheckpointSystem` manager (singleton, persistent scene) -- save/restore orchestration
- `CheckpointSnapshot` -- player transform + dictionary of object states
- `ICheckpointable` interface -- `CaptureState()` / `RestoreState(object)`
- `CheckpointTrigger` -- extends TriggerZone pattern (Pattern 1) to call `CheckpointSystem.SaveCheckpoint`
DESIGN HOOK: Objects implement `ICheckpointable` to participate in checkpoint save/restore (doors, switches, destructibles). Designers place checkpoint trigger volumes in the scene. The system handles the rest.
GOTCHA: The checkpoint must save ALL mutable state. If a door was opened between checkpoints, the opened state must be in the snapshot. Audit every gameplay object for `ICheckpointable` -- a single missing implementation means that object resets on death while everything else restores, creating impossible states. Also: `FindObjectsByType` is expensive -- cache the results if checkpoints are frequent.
---
## PATTERN 4: Cinematic & Scripted Sequences
DESIGN INTENT: In-game cutscenes, camera moves, NPC dialogue, and timed events as authored sequences that designers compose in the Inspector without writing code.
WRONG:
```csharp
// Coroutine chain -- fragile, not reusable, not skippable
IEnumerator PlayCutscene()
{
camera.transform.position = new Vector3(10, 5, 0);
yield return new WaitForSeconds(2f);
npc.GetComponent<Animator>().SetTrigger("Talk");
dialogueUI.Show("Welcome, hero!");
yield return new WaitForSeconds(3f);
door.SetActive(false);
}
```
Hardcoded positions, no cancellation, not skippable, uses deprecated coroutine pattern.
RIGHT: `ISequenceStep` interface with async `ExecuteAsync(CancellationToken)`. `SequencePlayer` runs steps in order. Steps are composed in the Inspector via `[SerializeReference]`.
```csharp
using System.Threading;
/// <summary>
/// A single step in a scripted sequence. Implement for each step type.
/// </summary>
public interface ISequenceStep
{
/// <summary>
/// Execute this step. Must respect cancellation for skip support.
/// When cancelled, the step should immediately apply its end state.
/// </summary>
Awaitable ExecuteAsync(CancellationToken ct);
}
```
```csharp
using System;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;
/// <summary>
/// Plays a sequence of ISequenceStep instances in order.
/// Steps are composed via [SerializeReference] in the Inspector.
/// </summary>
public class SequencePlayer : MonoBehaviour
{
[SerializeReference] List<ISequenceStep> _steps = new();
[SerializeField] bool _playOnStart;
[SerializeField] GameEvent _onSequenceComplete;
bool _isPlaying;
/// <summary>Play the full sequence. Cancellation skips remaining steps.</summary>
public async Awaitable PlayAsync(CancellationToken ct = default)
{
if (_isPlaying) return;
_isPlaying = true;
using var linked = CancellationTokenSource.CreateLinkedTokenSource(
ct, destroyCancellationToken);
foreach (var step in _steps)
{
if (linked.Token.IsCancellationRequested) break;
try
{
await step.ExecuteAsync(linked.Token);
}
catch (OperationCanceledException)
{
break;
}
}
_isPlaying = false;
_onSequenceComplete?.Raise();
}
async void Start()
{
if (_playOnStart)
await PlayAsync(destroyCancellationToken);
}
}
```
Example step implementations:
```csharp
using System;
using System.Threading;
using UnityEngine;
/// <summary>Wait for a specified duration. Skippable via cancellation.</summary>
[Serializable]
public class WaitStep : ISequenceStep
{
[SerializeField] float _duration = 1f;
public async Awaitable ExecuteAsync(CancellationToken ct)
{
await Awaitable.WaitForSecondsAsync(_duration, ct);
}
}
/// <summary>Enable or disable a GameObject.</summary>
[Serializable]
public class SetActiveStep : ISequenceStep
{
[SerializeField] GameObject _target;
[SerializeField] bool _active = true;
public Awaitable ExecuteAsync(CancellationToken ct)
{
if (_target != null) _target.SetActive(_active);
return Awaitable.NextFrameAsync(ct);
}
}
```
SCAFFOLD:
- `ISequenceStep` interface -- `ExecuteAsync(CancellationToken)`
- `SequencePlayer` MonoBehaviour -- runs `[SerializeReference]` step list in order
- Step types: `CameraMoveStep`, `DialogueStep`, `WaitStep`, `SetActiveStep`
DESIGN HOOK: New sequence step = implement `ISequenceStep`. Designers compose sequences in the Inspector by adding/removing/reordering steps in the `[SerializeReference]` list. No code changes to create new cutscenes.
GOTCHA: `[SerializeReference]` requires concrete types in the same assembly or an assembly that references the interface assembly. Unity's default Inspector does not provide a nice UI for `[SerializeReference]` -- you need a custom PropertyDrawer or use a package like Odin Inspector / SerializeReferenceDropdown. Steps must handle cancellation gracefully: when cancelled (skip), apply the end state immediately (e.g., snap camera to final position) rather than leaving the step half-complete.
---
## PATTERN 5: Environmental Storytelling Hooks
DESIGN INTENT: Objects react to player proximity or interaction -- notes to read, audio logs to play, environmental animations to trigger. All interactive objects share a consistent UX pattern.
WRONG:
```csharp
// Each interactive object is a unique script with bespoke logic
public class Note47 : MonoBehaviour
{
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player") && Input.GetKeyDown(KeyCode.E))
UIManager.Instance.ShowNote("Note 47 text...");
}
}
```
No shared interaction UX. Each object checks input differently. Prompt display is inconsistent. New interaction types require new scripts from scratch.
RIGHT: `Interactable` component with `IInteraction` interface. Shared `InteractionDetector` on the player handles proximity detection and input prompting.
```csharp
using UnityEngine;
/// <summary>
/// Interface for interaction behaviors. Implement per interaction type.
/// </summary>
public interface IInteraction
{
/// <summary>Text shown on the interaction prompt (e.g., "Read Note").</summary>
string PromptText { get; }
/// <summary>Execute the interaction.</summary>
void Execute(GameObject interactor);
}
```
```csharp
using UnityEngine;
/// <summary>
/// Marks a GameObject as interactable. Holds an IInteraction and detection range.
/// </summary>
public class Interactable : MonoBehaviour
{
[SerializeField] float _interactionRange = 2f;
[SerializeReference] IInteraction _interaction;
/// <summary>Maximum distance for interaction.</summary>
public float InteractionRange => _interactionRange;
/// <summary>The interaction behavior attached to this object.</summary>
public IInteraction Interaction => _interaction;
}
```
```csharp
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
/// <summary>
/// Player-side component. Detects nearby Interactables and handles input prompting.
/// Cross-ref unity-input-correctness for input handling.
/// </summary>
public class InteractionDetector : MonoBehaviour
{
[SerializeField] float _detectionRadius = 5f;
[SerializeField] LayerMask _interactableLayer;
Interactable _currentTarget;
readonly Collider[] _overlapBuffer = new Collider[16];
void Update()
{
_currentTarget = FindClosestInteractable();
if (_currentTarget != null)
{
ShowPrompt(_currentTarget.Interaction.PromptText);
// Input check -- see unity-input-correctness for Input System usage
}
else
{
HidePrompt();
}
}
Interactable FindClosestInteractable()
{
int count = Physics.OverlapSphereNonAlloc(
transform.position, _detectionRadius, _overlapBuffer, _interactableLayer);
Interactable closest = null;
float closestDist = float.MaxValue;
for (int i = 0; i < count; i++)
{
if (!_overlapBuffer[i].TryGetComponent<Interactable>(out var interactable))
continue;
float dist = Vector3.Distance(transform.position, interactable.transform.position);
if (dist > interactable.InteractionRange) continue;
if (dist < closestDist)
{
closest = interactable;
closestDist = dist;
}
}
return closest;
}
void ShowPrompt(string text) { /* UI Toolkit prompt -- see implementation in scaffolds */ }
void HidePrompt() { /* Hide prompt UI */ }
}
```
SCAFFOLD:
- `Interactable` MonoBehaviour -- holds `IInteraction` via `[SerializeReference]`, detection range
- `IInteraction` interface -- `PromptText`, `Execute(GameObject interactor)`
- `InteractionDetector` on player -- proximity detection, prompt display, input handling
- Example: `ReadNoteInteraction` implements `IInteraction`
DESIGN HOOK: New interaction type = implement `IInteraction`. Designers configure prompt text, range, and interaction type on the prefab. Consistent UX across all interactive objects.
GOTCHA: Interaction prompt must use world-to-screen positioning (`Camera.main.WorldToScreenPoint`) and handle off-screen clamping. Use `Physics.OverlapSphereNonAlloc` with a pre-allocated buffer -- do not allocate every frame. `Camera.main` is a `FindObjectWithTag` call under the hood; cache the camera reference.
---
## PATTERN 6: Level Streaming & Loading Seams
DESIGN INTENT: Large levels load/unload sections as the player moves -- open world, long corridors, hub with connected areas. The player never sees a loading screen during gameplay.
WRONG:
```csharp
// Entire world in one scene
// 500 MB memory usage, 45-second load time, untestable
```
Everything in one scene. Artists can't work in parallel (merge conflicts). Memory usage is unbounded. Initial load time grows forever.
RIGHT: `StreamingVolume` trigger zones that additively load/unload scene chunks via Addressables (cross-ref `unity-scene-assets`). Preloading based on player proximity. Hysteresis to prevent thrashing.
```csharp
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.ResourceProviders;
/// <summary>
/// Configuration for a streamable level chunk.
/// </summary>
[CreateAssetMenu(menuName = "Level Design/Level Chunk Config")]
public class LevelChunkConfig : ScriptableObject
{
/// <summary>Addressable scene asset reference for this chunk.</summary>
public AssetReference SceneReference;
/// <summary>Distance at which to begin preloading this chunk.</summary>
public float PreloadDistance = 50f;
/// <summary>Distance at which to unload this chunk (must be > PreloadDistance).</summary>
public float UnloadDistance = 80f;
}
```
```csharp
using System.Threading;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
/// <summary>
/// Manages loading/unloading a level chunk based on player proximity.
/// Place at the seam between level sections.
/// Cross-ref unity-scene-assets for Addressable scene loading patterns.
/// </summary>
public class StreamingVolume : MonoBehaviour
{
[SerializeField] LevelChunkConfig _chunkConfig;
[SerializeField] Transform _playerTransform;
AsyncOperationHandle<SceneInstance> _loadHandle;
bool _isLoaded;
bool _isLoading;
void Update()
{
if (_playerTransform == null) return;
float distance = Vector3.Distance(transform.position, _playerTransform.position);
if (!_isLoaded && !_isLoading && distance < _chunkConfig.PreloadDistance)
_ = LoadChunkAsync(destroyCancellationToken);
else if (_isLoaded && distance > _chunkConfig.UnloadDistance)
_ = UnloadChunkAsync();
}
async Awaitable LoadChunkAsync(CancellationToken ct)
{
_isLoading = true;
_loadHandle = Addressables.LoadSceneAsync(
_chunkConfig.SceneReference, LoadSceneMode.Additive);
while (!_loadHandle.IsDone)
{
ct.ThrowIfCancellationRequested();
await Awaitable.NextFrameAsync(ct);
}
_isLoaded = true;
_isLoading = false;
}
async Awaitable UnloadChunkAsync()
{
if (!_loadHandle.IsValid()) return;
var unload = Addressables.UnloadSceneAsync(_loadHandle);
while (!unload.IsDone)
await Awaitable.NextFrameAsync(destroyCancellationToken);
_isLoaded = false;
}
void OnDestroy()
{
if (_isLoaded && _loadHandle.IsValid())
Addressables.UnloadSceneAsync(_loadHandle);
}
}
```
SCAFFOLD:
- `StreamingVolume` MonoBehaviour -- proximity-based load/unload with hysteresis
- `LevelChunkConfig` SO -- scene reference, preload distance, unload distance
- Async Addressable scene loading/unloading (cross-ref `unity-scene-assets`)
DESIGN HOOK: Designers place streaming volumes at level seams and assign chunk configs. Chunk configs define which Addressable scene to load and at what distances. Preload distance < unload distance provides hysteresis.
GOTCHA: Adjacent chunks must share a small overlap zone. Objects at the seam (e.g., a bridge between two areas) must exist in both chunks or in a persistent scene that is never unloaded. The unload distance must be strictly greater than the preload distance (hysteresis buffer) -- otherwise the system will thrash between loading and unloading every frame. Test with `Profiler.GetTotalAllocatedMemoryLong()` to verify chunks are actually freeing memory on unload.
---
## Anti-Patterns Summary
| Anti-Pattern | Problem | Pattern Fix |
|---|---|---|
| Bespoke trigger scripts | No reuse, no designer control | Pattern 1: Generic TriggerZone + SO events |
| Hardcoded spawn sequences | Can't tune without code changes | Pattern 2: EncounterConfig SO + EncounterController |
| Scene reload on death | All progress lost | Pattern 3: CheckpointSystem + ICheckpointable |
| Coroutine cutscene chains | Not skippable, not composable | Pattern 4: ISequenceStep + SequencePlayer |
| One-off interactive objects | Inconsistent UX, no reuse | Pattern 5: Interactable + IInteraction |
| Monolithic single scene | Memory, performance, collaboration | Pattern 6: StreamingVolume + Addressables |
---
## Related Skills
- `unity-game-architecture` -- GameEvent SO channel pattern, bootstrap scene, SO-based config
- `unity-scene-assets` -- Addressable asset loading, additive scene management
- `unity-async-patterns` -- Awaitable usage, cancellation tokens, async lifecycle
- `unity-input-correctness` -- Input System integration for interaction prompts
- `unity-save-system` -- Persistent save data (checkpoint snapshots are transient; save system is permanent)
- `unity-physics` -- Trigger collider setup, layer-based filtering, Rigidbody requirements
---
## Additional Resources
- Unity Manual: [Scene Loading](https://docs.unity3d.com/6000.0/Documentation/Manual/scene-loading.html)
- Unity Manual: [Addressables](https://docs.unity3d.com/Packages/com.unity.addressables@2.3/manual/index.html)
- Unity Manual: [SerializeReference](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/SerializeReference.html)
- Unity Manual: [ScriptableObject](https://docs.unity3d.com/6000.0/Documentation/Manual/class-ScriptableObject.html)
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