Unity Progression System
Use this skill to map Markdown-first progression specs into Unity implementation plans.
Workflow
- Identify the source Markdown artifacts: tracks, nodes, trials, rewards, loadouts.
- Separate static design data from mutable runtime state.
- Map static data to ScriptableObject definitions.
- Map runtime progress to save data, backend state, or an append-only ledger.
- Define validation rules for graph integrity.
- Define UI states for locked, available, in-progress, complete, failed, and mastered.
- Define telemetry events before implementation.
Unity Mapping
| Concept | Unity artifact |
|---|---|
| Track | SkillTrackDefinition : ScriptableObject |
| Node | SkillNodeDefinition : ScriptableObject |
| Trial | TrialDefinition : ScriptableObject |
| Reward | RewardDefinition : ScriptableObject |
| Progress | save data or backend record |
| Event | analytics or JSONL ledger |
Quality Gates
- Do not store mutable player progress in ScriptableObjects.
- Detect circular dependencies.
- Detect unreachable nodes.
- Keep reward effects testable.
- Keep designer-editable data separate from behavior code.
Output Shape
- Unity data model.
- ScriptableObject class list.
- Runtime state model.
- Validation checklist.
- Example Markdown-to-Unity mapping.