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Writes Unity 6 C# gameplay scripts using MonoBehaviour lifecycle, component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project.
How this skill is triggered — by the user, by Claude, or both
Slash command
/genres:unity-csharp-scriptingThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Write correct, idiomatic gameplay scripts in Unity 6. Get the lifecycle, component
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 (6000.0 LTS), C# / .NET Standard 2.1.
MonoBehaviour: choosing the right lifecycle callback,
reading/caching components, exposing fields to the Inspector, or running timed logic
with coroutines.*.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.
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).Awake — never call GetComponent every frame.[SerializeField] private, not public fields, so other code
can't mutate them but designers can edit them in the Inspector.Time.deltaTime in Update (and Time.fixedDeltaTime
semantics are automatic in FixedUpdate).StartCoroutine and stop them deterministically.Update is hot.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);
}
}
TryGetComponent// Avoids allocating a null and is clearer than GetComponent + null check.
if (other.TryGetComponent<Health>(out var health))
health.Apply(-10);
[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
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
}
GetComponent in Update — it searches every frame and tanks performance. Cache the
reference in Awake/Start.Update — moving a Rigidbody with forces or MovePosition outside
FixedUpdate causes jitter and timestep-dependent behaviour. Read input in Update,
apply physics in FixedUpdate.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").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.CustomYieldInstruction, stopping by handle, WaitUntil/WaitWhile), read
references/lifecycle-and-coroutines.md.https://docs.unity3d.com/Manual/execution-order.html) and ScriptReference/MonoBehaviour.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.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin workflowsUnity 6 C# scripting guide. Use when writing MonoBehaviour scripts, handling lifecycle events (Awake, Start, Update, FixedUpdate), using coroutines or async/await (Awaitable), working with ScriptableObjects, events, delegates, or core APIs like Vector3, Quaternion, Time, Debug. Based on Unity 6.3 LTS documentation.
Provides Unity C# scripting patterns covering MonoBehaviour lifecycle, coroutines, async/await, physics APIs, raycasts, collisions, animations, NavMesh, pooling, singletons, ECS, Jobs, and Burst.
Guides Unity development across platforms with patterns for MonoBehaviours, DOTS/ECS, ScriptableObjects, prefabs, and performance optimization. Useful when building or debugging Unity games.