
unity-csharp-scripting
Write Unity 6.3 LTS C gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-csharp-scripting- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads unity-csharp-scripting automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
Unity C# Scripting (MonoBehaviour)
Write correct, idiomatic gameplay scripts in Unity 6. Get the lifecycle, component access, serialization, and coroutines right so behaviour is deterministic and the Inspector stays useful. Targets Unity 6.3 LTS (6000.3), C# / .NET Standard 2.1.
When to use
- Use when authoring or fixing a
MonoBehaviour: choosing the right lifecycle callback, reading/caching components, exposing fields to the Inspector, or running timed logic with coroutines. - Use when the project has
*.csfiles, anAssembly-CSharpor*.asmdef, and aProjectSettings/folder.
When not to use: moving rigidbodies / collision response → unity-physics; reading
player input → unity-input-system; shared data assets / config → unity-scriptableobjects;
Animator parameters → unity-animation. This skill owns the script lifecycle and C#
plumbing, not those subsystems.
Core workflow
- Pick the callback by purpose, not habit.
Awake(cache references, runs once on load),OnEnable(subscribe to events),Start(init that depends on other objects'Awake),Update(per-frame logic/input polling),FixedUpdate(physics),LateUpdate(camera follow after movement),OnDisable/OnDestroy(unsubscribe/cleanup). - Cache component lookups in
Awake— never callGetComponentevery frame. - Expose tunables with
[SerializeField] private, not public fields, so other code can't mutate them but designers can edit them in the Inspector. - Scale per-frame values by
Time.deltaTimeinUpdate(andTime.fixedDeltaTimesemantics are automatic inFixedUpdate). - Use coroutines for time-sequenced logic (delays, tweens, "do X then wait then Y");
start them with
StartCoroutineand stop them deterministically. - Verify in Play mode: check the Console for null-reference exceptions, confirm values
in the Inspector update as expected, and watch the Profiler if
Updateis hot. - Check
.metafiles before you finish. When you create, move, rename or delete scripts or assets outside the Editor, always move a file together with its.meta(a new.metameans a new GUID and broken references). Then runpython scripts/check_unity_project.py <project-dir>(--jsonfor machine-readable output), fix everyERROR(duplicate or malformed GUIDs, files moved without their.meta, missing script references) and re-run until it exits 0. A missing.metaon a brand-new file is only a warning; Unity creates it on the next import. Run the script path relative to this skill directory, or resolve the installed skill path first. It needs Python 3.10+ and nothing else, reads only text-serialized assets, and does not replace opening the project in Unity.
Patterns
1. Lifecycle + cached components (the canonical skeleton)
using UnityEngine;
[RequireComponent(typeof(Rigidbody))] // auto-adds the dependency, prevents null refs
public class PlayerController : MonoBehaviour
{
[SerializeField] private float moveSpeed = 6f; // editable in Inspector, private in code
private Rigidbody _rb; // cached, not fetched per frame
private void Awake() => _rb = GetComponent<Rigidbody>(); // cache once on load
private void Update()
{
// Per-frame, non-physics work. Scale by deltaTime so it is frame-rate independent.
transform.Rotate(0f, 90f * Time.deltaTime, 0f);
}
private void FixedUpdate()
{
// Physics work belongs here (fixed timestep). See the unity-physics skill.
_rb.MovePosition(_rb.position + transform.forward * moveSpeed * Time.fixedDeltaTime);
}
}
2. Safe component access with TryGetComponent
// Avoids allocating a null and is clearer than GetComponent + null check.
if (other.TryGetComponent<Health>(out var health))
health.Apply(-10);
3. Serialization that shows up correctly in the Inspector
[SerializeField, Range(0f, 1f)] private float volume = 0.8f; // slider
[SerializeField] private string playerName = "Hero"; // private but serialized
[System.Serializable] // REQUIRED for a plain class to serialize/show
public class Stats { public int hp = 100; public int mana = 50; }
[SerializeField] private Stats stats = new(); // nested struct-like data in the Inspector
4. Coroutines for time-sequenced logic
private void Start() => StartCoroutine(FlashThenHide());
private System.Collections.IEnumerator FlashThenHide()
{
yield return new WaitForSeconds(0.5f); // wait half a second of game time
GetComponent<Renderer>().enabled = false;
yield return null; // resume next frame
}
Pitfalls
GetComponentinUpdate— it searches every frame and tanks performance. Cache the reference inAwake/Start.- Physics in
Update— moving aRigidbodywith forces orMovePositionoutsideFixedUpdatecauses jitter and timestep-dependent behaviour. Read input inUpdate, apply physics inFixedUpdate. - Relying on
Startorder across objects —Startruns after allAwakes, but order amongStarts is undefined. Do cross-object wiring inStart, self-setup inAwake. publicfields just to show them in the Inspector — that also lets any script mutate them. Use[SerializeField] privateinstead.gameObject.tag == "Enemy"allocates a string and is slower; usegameObject.CompareTag("Enemy").- Coroutines stop when the GameObject is disabled — a disabled object's coroutines are
killed; re-
StartCoroutineinOnEnableif it must survive toggling. Setting only the script'senabled = falsedoes not stop them. - Obsolete warnings on
FindObjectOfType/FindObjectsOfType— Unity 6 replaced them. UseFindFirstObjectByType(old behaviour),FindAnyObjectByType(faster, any match) orFindObjectsByType(FindObjectsSortMode.None); all are slow, so cache the result. - An
asyncmethod keeps running after its object is destroyed —awaitis not tied to the GameObject the way a coroutine is. PassdestroyCancellationTokento theAwaitablewaits (they then throwOperationCanceledException), and never await the sameAwaitableinstance twice: instances are pooled. Updatenever runs beforeStart, but the firstUpdatecan run on the same frame asStart— guard against not-yet-initialised fields if you split setup oddly.
References
- For the full event-execution-order table, advanced coroutine patterns (custom
CustomYieldInstruction, stopping by handle,WaitUntil/WaitWhile) and theAwaitableequivalents of coroutine waits, readreferences/lifecycle-and-coroutines.md. scripts/check_unity_project.py— read-only.meta/GUID and missing-script checker;--helplists every check and the exit codes.- Primary docs: Unity Manual "Event function execution order"
(
https://docs.unity3d.com/Manual/execution-order.html),ScriptReference/MonoBehaviour, and the Manual page "Asynchronous programming with the Awaitable class".
Related skills
unity-physics—Rigidbody, collisions, andFixedUpdatemotion.unity-input-system— reading player input into these scripts.unity-scriptableobjects— sharing data/config between scripts without singletons.
FAQ
What does the unity-csharp-scripting skill do?
Write Unity 6.3 LTS C gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
How do I install unity-csharp-scripting?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-csharp-scripting in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/unity-csharp-scripting/ (personal) or .claude/skills/unity-csharp-scripting/ (project).
Which AI agents can use unity-csharp-scripting?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is unity-csharp-scripting safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains unity-csharp-scripting?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,257 recorded installs.
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