跳到正文
cccskills
免费在 GitHub 公开

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".

中文简介正在准备中。当前显示原文说明。

集成工具Unity
查看安装方法

包含的文件(2)

  • SKILL.md6.0 KB
  • references/lifecycle-and-coroutines.md4.2 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

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 *.cs files, an Assembly-CSharp or *.asmdef, and a ProjectSettings/ 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

  1. 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).
  2. Cache component lookups in Awake — never call GetComponent every frame.
  3. Expose tunables with [SerializeField] private, not public fields, so other code can't mutate them but designers can edit them in the Inspector.
  4. Scale per-frame values by Time.deltaTime in Update (and Time.fixedDeltaTime semantics are automatic in FixedUpdate).
  5. Use coroutines for time-sequenced logic (delays, tweens, "do X then wait then Y"); start them with StartCoroutine and stop them deterministically.
  6. Verify in Play mode: check the Console for null-reference exceptions, confirm values in the Inspector update as expected, and watch the Profiler if Update is hot.

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

  • GetComponent in Update — it searches every frame and tanks performance. Cache the reference in Awake/Start.
  • Physics in Update — moving a Rigidbody with forces or MovePosition outside FixedUpdate causes jitter and timestep-dependent behaviour. Read input in Update, apply physics in FixedUpdate.
  • Relying on Start order across objects — Start runs after all Awakes, but order among Starts is undefined. Do cross-object wiring in Start, self-setup in Awake.
  • public fields just to show them in the Inspector — that also lets any script mutate them. Use [SerializeField] private instead.
  • gameObject.tag == "Enemy" allocates a string and is slower; use gameObject.CompareTag("Enemy").
  • Coroutines stop when the GameObject is disabled — a disabled object's coroutines are killed; re-StartCoroutine in OnEnable if it must survive toggling.
  • Update never runs before Start, but the first Update can run on the same frame as Start — guard against not-yet-initialised fields if you split setup oddly.

References

  • For the full event-execution-order table and advanced coroutine patterns (custom CustomYieldInstruction, stopping by handle, WaitUntil/WaitWhile), read references/lifecycle-and-coroutines.md.
  • Primary docs: Unity Manual "Event function execution order" (https://docs.unity3d.com/Manual/execution-order.html) and ScriptReference/MonoBehaviour.

Related skills

  • unity-physics — Rigidbody, collisions, and FixedUpdate motion.
  • unity-input-system — reading player input into these scripts.
  • unity-scriptableobjects — sharing data/config between scripts without singletons.

评价

还没有评价。欢迎分享你的使用感受。

评论

无需登录即可发表。欢迎分享使用感受、提问,或说明在哪些环境下无法运行。

还没有评论。来写第一条吧。

提交后会立即公开。请勿填写邮箱、电话等个人信息。URL 最多 2 个。

0 / 1000 字

此表单受 reCAPTCHA 保护,适用 Google 的隐私权政策和服务条款。

同一仓库的技能

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16122026年10月9日 更新

Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music layers, or syncing gameplay to the beat.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16122026年10月9日 更新

bevy-ecs

免费

Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16122026年10月9日 更新

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16122026年10月9日 更新

card-game

免费

Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution. Use for a deckbuilder, TCG/CCG, or roguelike deckbuilder.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16122026年10月9日 更新

Plan, generate, source, normalize, and validate cohesive visual game assets. Use for art direction, style bibles, sprites, tilesets, backgrounds, UI art, icons, textures, concept art, or 3D asset briefs.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills16122026年10月9日 更新

查看 gamedev-skills 的全部技能

报告此技能的问题