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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".
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-csharp-scriptingInstalls from the source repository, including any supporting files.
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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.
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..meta.meta.metapython scripts/check_unity_project.py <project-dir>--jsonERROR.meta.metausing 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. Setting only the
script's enabled = false does not stop them.FindObjectOfType / FindObjectsOfType — Unity 6 replaced them.
Use FindFirstObjectByType (old behaviour), FindAnyObjectByType (faster, any match) or
FindObjectsByType(FindObjectsSortMode.None); all are slow, so cache the result.async method keeps running after its object is destroyed — await is not tied to
the GameObject the way a coroutine is. Pass destroyCancellationToken to the
Awaitable waits (they then throw OperationCanceledException), and never await the same
Awaitable instance twice: instances are pooled.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) and the Awaitable
equivalents of coroutine waits, read references/lifecycle-and-coroutines.md.scripts/check_unity_project.py — read-only .meta/GUID and missing-script checker;
--help lists every check and the exit codes.https://docs.unity3d.com/Manual/execution-order.html), ScriptReference/MonoBehaviour,
and the Manual page "Asynchronous programming with the Awaitable class".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.---
name: unity-csharp-scripting
description: >
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".
---
# 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.
7. **Check `.meta` files 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 `.meta` means a new GUID and broken references). Then run
`python scripts/check_unity_project.py <project-dir>` (`--json` for machine-readable
output), fix every `ERROR` (duplicate or malformed GUIDs, files moved without their
`.meta`, missing script references) and re-run until it exits 0. A missing `.meta` on 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)
```csharp
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`
```csharp
// 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
```csharp
[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
```csharp
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* `Awake`s, but order
among `Start`s 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. Setting only the
script's `enabled = false` does *not* stop them.
- **Obsolete warnings on `FindObjectOfType` / `FindObjectsOfType`** — Unity 6 replaced them.
Use `FindFirstObjectByType` (old behaviour), `FindAnyObjectByType` (faster, any match) or
`FindObjectsByType(FindObjectsSortMode.None)`; all are slow, so cache the result.
- **An `async` method keeps running after its object is destroyed** — `await` is not tied to
the GameObject the way a coroutine is. Pass `destroyCancellationToken` to the
`Awaitable` waits (they then throw `OperationCanceledException`), and never await the same
`Awaitable` instance twice: instances are pooled.
- **`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, advanced coroutine patterns (custom
`CustomYieldInstruction`, stopping by handle, `WaitUntil`/`WaitWhile`) and the `Awaitable`
equivalents of coroutine waits, read `references/lifecycle-and-coroutines.md`.
- `scripts/check_unity_project.py` — read-only `.meta`/GUID and missing-script checker;
`--help` lists 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, and `FixedUpdate` motion.
- `unity-input-system` — reading player input into these scripts.
- `unity-scriptableobjects` — sharing data/config between scripts without singletons.