unity-csharp-standards
Apply Unity-specific C# standards that preserve readability, testability, and safe engine integration.
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "unity-csharp-standards" description: "Apply Unity-specific C# standards that preserve readability, testability, and safe engine integration." license: "MIT" --- # Unity Csharp Standards ## Purpose Apply Unity-specific C# standards that preserve readability, testability, and safe engine integration. ## Use When - starting or refactoring Unity gameplay code - MonoBehaviours are becoming too large - code review needs consistent expectations ## Inputs - feature scope - existing architecture - performance constraints - team conventions ## Process 1. keep gameplay logic testable outside Unity where practical 2. limit MonoBehaviour responsibility to composition and engine-facing glue 3. separate runtime, editor, and test code cleanly 4. control serialization and inspector exposure intentionally 5. watch allocation-heavy patterns in hot paths ## Outputs - coding guideline application - review notes - refactor targets - safer engine integration ## Quality Bar - respects Unity lifecycle, serialization, and content authoring realities - keeps editor/runtime/test boundaries clean - prevents scene, prefab, and package complexity from becoming hidden architecture ## Common Failure Modes - inspector wiring being the only source of truth - overusing MonoBehaviours or scene setup as architecture - package or scene drift reaching release without review ## Related Agents - unity-reviewer - code-reviewer - gameplay-programmer ## Related Commands - unity-review - refactor-clean - verify ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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