domains / families / software-engineering / patterns
Advise on choosing Unity design patterns Reference document for monopoly patterns.
The two skills share the name 'patterns' but address completely different domains. The first is a Unity-specific guide for choosing game development patterns (ScriptableObjects, state machines, object pools) and includes a 'Decision Lab' methodology for comparing implementation trade-offs. The second is a general software architecture reference for distributed systems patterns (CQRS, Event Sourcing, Saga, Circuit Breaker). Neither is a reproduction of the other; they are distinct reference documents for different engineering contexts.