If your Unity project is a pile of MonoBehaviours talking to each other, you are not shipping a game. You are planting a technical debt mine and waiting to step on it.
“Works for now” is not a strategy. It is procrastination, the code you have written now may not be refactor ever. Each time you will delay the refactor, bad code pile ups and one stage you will be pulling your hair to understand the bug. (Good time LLM Now can make life easier)
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| Why your single Monolithic code or MonoBehavior is the problem! |
If you want games that survive feature creep, team changes, and late-stage panic, you need modular thinking. MVC and MVP are not academic fluff. They are survival tools for your Game or Unity Projects.
Why MVC or MVP? Modular Thinking Is About Speed.
Patterns exist for one reason. They save time.
Separate your logic from presentation (UI) and everything gets better.
- Bugs are easier to isolate.
- Features are easier to add.
- Refactors stop being existential threats.
- New devs stop breaking random systems on day one.
A clean structure turns scaling from pain into routine work. That is real leverage.
MVC: Strong Structure, Some Friction
MVC enforces separation. Data does not care about visuals. Input has a defined path. (See Fig)
- Model: Data and core logic.
- View: Displays state.
- Controller: Translates input into actions.
In Unity, MVC often sits at system level. Economy, progression, game state, meta systems.
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| MVC - Model view controller |
The catch.
Views often observe the Model directly. That leaks dependencies. Unit testing becomes harder than it needs to be. You can manage it, but you have to be disciplined. Most teams are not.
MVC is solid. It just demands restraint.
MVP: Built for UI Reality
Unity UI is messy. Buttons, events, animations, layout rebuilds. MVP handles this chaos better.
- Model: Data and rules.
- View: Dumb. No logic. No decisions.
- Presenter: Owns behavior. Talks to both sides.
The Presenter shields your game logic from UI details. No button references in your core code. No UI-driven logic branches. (And I love it, cause it support DIP - dependency inversion rule)
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| MVP - Model view presenter |
Result:
- Clean unit tests.
- UI swaps without rewrites.
- Logic survives redesigns.
For UGUI and UI Toolkit, MVP is usually the smarter default.
Choosing Without Overthinking
This is not a philosophy debate.
- Use MVC for broader systems where the View can be slightly aware.
- Use MVP when UI complexity is high and testability matters.
Mix them if needed. Real projects do.
Bottom Line
Skipping architecture does not make you fast. It makes you fragile. But remember don't over-engineer simple prototype or work use it where it is necessary. Necessary means where scalability matters!
MVC and MVP are not about elegance. They are about control. Control over complexity. Control over time. Control over your own codebase.
Stop building code that expires on release day. Build structures that let your game grow without collapsing. The new developer who has to work on your codebase will remember you in good words.



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