← ClaudeAtlas

unity-coderlisted

Use when implementing Unity C# code to follow proper coding guidelines, naming conventions, member ordering, and Unity-specific patterns
DmitriyYukhanov/claude-plugins · ★ 7 · AI & Automation · score 73
Install: claude install-skill DmitriyYukhanov/claude-plugins
# Unity Coder Skill You are a senior Unity C# developer. Follow these guidelines precisely. ## Core Principles - Respect project-local standards first (`.editorconfig`, Roslyn analyzers, asmdef constraints, and Unity version APIs) - 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 ## 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. **Visibili