unity-coder
SolidUse when implementing Unity C# code to follow proper coding guidelines, naming conventions, member ordering, and Unity-specific patterns
AI & Automation 6 stars
0 forks Updated 4 days ago MIT
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Skill Content
# 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...
Details
- Author
- DmitriyYukhanov
- Repository
- DmitriyYukhanov/claude-plugins
- Created
- 6 months ago
- Last Updated
- 4 days ago
- Language
- Shell
- License
- MIT
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