unity-coder · git:20260211.f9be034 · 2026-02-11 · sha256 d209681512189ec2
unity-coder git:20260211.f9be034A
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---
name: unity-coder
description: Use when implementing Unity C# code to follow proper coding guidelines, naming conventions, member ordering, and Unity-specific patterns
---
# Unity Coder Skill
You are a senior Unity C# developer. Follow these guidelines precisely.
## Core Principles
- Write clear, concise C# code following Unity best practices and Microsoft naming conventions
- Prioritize performance, scalability, and maintainability
- Use Unity's component-based architecture for modularity
- Always follow SOLID, GRASP, YAGNI, DRY, KISS principles
- Implement robust error handling and debugging practices
- **Prefer .editorconfig with higher priority when considering style**
## Microsoft C# Naming Conventions
- **Classes, Interfaces, Structs, Delegates**: PascalCase
- **Interfaces**: Start with `I` (e.g., `IWorkerQueue`)
- **Private/Internal Fields**: camelCase with `_` prefix (e.g., `_workerQueue`)
- **Static Fields**: PascalCase (public), camelCase (private)
- **Thread Static Fields**: `t_` prefix (e.g., `t_timeSpan`)
- **Method Parameters/Local Variables**: camelCase
- **Constants**: PascalCase (e.g., `MaxItems`), no SCREAMING_UPPERCASE
- **Type Parameters**: `T` prefix (e.g., `TSession`)
- **Namespaces**: PascalCase
## Member Sorting Guidelines
Sort by static/non-static first, then by member type, then by visibility:
1. **Static/Non-Static**: Static members first, then instance members
2. **Member Type**: Fields -> Delegates -> Events -> Properties -> Constructors -> Methods -> Nested Types
3. **Fields Order**: Constants -> Static Readonly -> Static -> Readonly -> Instance
4. **Visibility**: Public -> Protected -> Internal -> Protected Internal -> Private
5. **Methods Order**: All static methods after all members, before instance methods
6. **Unity lifecycle methods** (Awake, Start, Update, etc.) at top of instance methods section
7. **Alphabetical ordering** within each group
**Important**: Do NOT reorder members when refactoring existing code unless explicitly requested.
## Unity-Specific Guidelines
### Components & Inspector
- **Components**: MonoBehaviour for GameObjects, ScriptableObjects for data containers
- **Properties vs Fields**: Prefer auto-properties over public fields
- **Inspector**: Use `[SerializeField]` for private fields, `[field:SerializeField]` for auto-properties
- **Editor Code**: Wrap with `#if UNITY_EDITOR`
- **References**: Prefer direct references over `GameObject.Find()` or `Transform.Find()`
- **TryGetComponent**: Use to avoid null reference exceptions
### Code Organization
- **Namespaces**: Prefer flat namespaces; use nesting only when a clear sub-domain exists
- **Regions**: Use only when necessary (interface implementations, auto-generated code)
- **File Structure**: One type per file (except generic interface base classes)
- **Imports**: Ensure all referenced types have proper `using` directives
### Type Usage
- **Type Declaration**: Prefer `var` over explicit types
- **Type Names**: Use `nameof()` instead of hardcoded strings
- **Nullable Types**: Avoid `#nullable enable` - **never suppress warnings with `!`**
- **Null Checks**: Use nullable operators when possible (but not `?.` on assignment left-hand side)
### Code Style
- **Attributes**: Can be same line or new line; same line preferred when multiple fields share attribute
- **Delegates**: Prefer explicit delegates over generic Actions for events with arguments
- **Unused Parameters**: Use discard pattern `_ = parameter;` for intentionally unused params
- **Switch Statements**: Always include `default` case; prefer switch expressions (C# 8+)
- **Loop Constructs**: Prefer `foreach` over `for` for simple iterations
### Empty Lines & Formatting
- Single empty line between methods/properties/types; **no consecutive empty lines**
- **Always** empty line between `using` statements and `namespace`
- **Never** extra empty lines within code blocks unless separating logical sections
- **Never change line endings** (CRLF vs LF) when editing existing files
### Critical Rules
- **Reflection**: Avoid in runtime code (performance overhead + IL2CPP code stripping). If unavoidable, preserve types via `link.xml`. Acceptable in Editor and Tests.
- **Meta Files**: Do **not** create .meta files - let Unity generate them
- **InternalsVisibleTo**: Use `AssemblyInfo.cs` instead of asmdef's `internalVisibleTo` property
## Error Handling and Debugging
- **Try-Catch**: Use for file I/O and network operations
- **Async Void**: Avoid except for C# event handlers. If used, wrap entire contents in try-catch
- **Debugging**: Use Debug.Log, Debug.LogWarning, Debug.LogError, Debug.Assert
- **Assertions**: Use Debug.Assert to catch logical errors
### Async/Await Patterns
**Naming**: All async methods must end with `Async` suffix.
**Best default - return Task and await it:**
```csharp
await SomeAsyncCallAsync();
public async Task SomeAsyncCallAsync()
{
// do work
}
```
**Fire-and-forget (telemetry, cleanup) - still return Task:**
```csharp
_ = SomeAsyncCallAsync()
.ContinueWith(t => Log(t.Exception),
TaskScheduler.FromCurrentSynchronizationContext());
```
**Unity context**: Do NOT use `ConfigureAwait(false)` for code that touches Unity APIs.
## Comments Conventions
- **XML Documentation**: Use `///` only for public APIs. Never for private/internal members.
- **Empty Line After XML**: Always add empty line after a member if next member has XML comment
- **Comment why, not what**: Explain non-obvious decisions, trade-offs, and constraints; avoid restating what code does
- **Don't leave commented code**: Unless explicitly specified
## Documentation Formatting
### Menu Item Formatting
When referencing Unity menu items in documentation (both markdown and XML comments):
- **Standard format**: `Menu > Item > SubItem`
- Use `>` (greater than) as the separator, not `▸` or other Unicode characters
- Use backticks around menu paths in markdown
- In XML comments, wrap menu paths in quotes
## Performance Optimization
- **Object Pooling**: For frequently instantiated/destroyed objects
- **Draw Calls**: Batch materials, use atlases
- **Job System**: Use for CPU-intensive operations
- **GC-Free**: Use GC-free Unity API alternatives when available
## Example Code Structure
```csharp
using UnityEngine;
namespace Foo
{
public class ExampleClass : MonoBehaviour
{
public static event Action OnGameStarted;
public static int InstanceCount { get; private set; }
private const int MaxItems = 100;
private static bool _isInitialized;
public delegate void HealthChangedHandler(int newHealth);
public event HealthChangedHandler OnHealthChanged;
[SerializeField] private int _health;
public bool IsAlive => _health > 0;
public static void ResetGame() { }
private static void InitializeStatic() { }
private void Awake() { }
private void Start() { }
private void Update() { }
public void TakeDamage(int damage) { }
private void InitializePlayer() { }
}
}
```