gamedev-unity/skills/unity-skills/skills/scriptdesign/SKILL.md
Advises on Unity gameplay script quality — code review, reducing coupling, improving maintainability, and refactoring. Use when reviewing code quality, untangling tightly-coupled scripts, or planning a refactor for maintainability, even if the user just says "看看我代码" or "代码有点乱". 为 Unity 游戏脚本质量提供建议(代码审查、降低耦合、提升可维护性、重构);当用户要审查代码质量、理顺高耦合脚本、或为可维护性规划重构时使用。
npx skillsauth add bernatmv/ai-rules unity-scriptdesignInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.
MonoBehaviour, ScriptableObject, or plain C# class?Update, repeated Find, avoidable allocation, or reflection in hot paths?The Review Checklist above asks "where does this class live". Ask the same question for every field. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".
| Lifecycle | When the value is decided | Where it belongs | Typical idiom |
|-----------|--------------------------|------------------|---------------|
| Authoring-time | By a designer in the Editor, before Play | ScriptableObject asset, or [SerializeField] private on a prefab | Immutable at runtime; read via _config.Speed |
| Composition-time | Once per scene/instance, at Awake/Start | private field, assigned from GetComponent / GetComponentInChildren / ctor arg | Cached reference, no per-frame lookup |
| Runtime-mutable | Every frame or on gameplay events | private backing field + public read-only property + event | Exposed via public float Health { get; private set; } + OnHealthChanged |
Transform → Composition-time if set once at spawn, Runtime-mutable if re-targeted each frame.public float hp;.Rigidbody/Animator on the same GameObject → Composition-time, cached in Awake.Mixing the three lifecycles is what turns a clean class into a god object. A MonoBehaviour whose public float speed is edited by both the Inspector and a power-up script has two owners and no invariant; a bug in either path corrupts the other. The ECS baking pipeline makes this distinction a hard architectural boundary (Authoring → Baker → System), and the discipline transfers directly: if you would not mix an Authoring component with runtime write-back in ECS, do not mix them in a MonoBehaviour either. Source: EntitiesSamples/Docs/baking.md:5-16.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。