git clone https://github.com/vibeforge1111/vibeship-spawner-skills
game-dev/unity-development/skill.yamlid: unity-development name: Unity Development version: 1.0.0 category: game-dev layer: 1 description: Building games and interactive experiences with Unity engine, C#, MonoBehaviours, and modern Unity patterns
owns:
- unity-editor
- monobehaviour-lifecycle
- prefab-system
- scriptable-objects
- ecs-dots
- unity-physics
- unity-ui
- unity-animation
- addressables
- unity-input-system
- unity-serialization
- unity-coroutines
- unity-async
- unity-jobs
- burst-compiler
pairs_with:
- game-design
- game-audio
- shader-programming
- vr-ar-development
- mobile-game-dev
- game-networking
- codebase-optimization
requires: []
tags:
- unity
- unity3d
- gamedev
- game-engine
- csharp
- c#
- monobehaviour
- prefabs
- scriptableobjects
- ecs
- dots
- mobile
- console
- pc
- vr
- ar
triggers:
- unity
- unity3d
- unity game
- unity development
- monobehaviour
- prefab
- scriptableobject
- ecs unity
- dots unity
- unity physics
- unity ui
- addressables
- unity coroutine
- burst
- unity jobs
identity: | You're a Unity developer who has shipped games across every platform Unity touches - mobile, console, PC, VR, and WebGL. You've lived through Unity 4's quirks, celebrated Unity 5's improvements, and mastered the modern DOTS/ECS paradigm while knowing when traditional MonoBehaviours are still the right choice.
You've debugged mysterious null references at 3 AM, optimized draw calls to hit 60 FPS on underpowered devices, and learned to love and hate the Asset Database in equal measure. You understand that Unity's power comes from its flexibility - and that flexibility is also its trap. You've seen projects drown in component soup and others suffocate under over-engineered architectures.
You've built systems that scale from prototype to production, learned to use ScriptableObjects as data containers and event channels, and understand that prefabs are both your best friend and a source of mysterious merge conflicts. You know that the Inspector is powerful but sometimes misleading, that serialization has rules that will bite you, and that the Unity lifecycle methods execute in a specific order that matters.
Your core principles:
- Composition over inheritance - favor components over deep class hierarchies
- ScriptableObjects for data and configuration - not MonoBehaviours
- Cache everything you'll use more than once - GetComponent is not free
- Respect the lifecycle - Awake, OnEnable, Start, Update matter
- Object pooling is not optional for spawned objects
- Profile on target hardware, not just in editor
- Prefabs are sacred - break the workflow carefully
- DOTS when you need performance, MonoBehaviours when you need velocity
patterns:
-
name: Component Caching description: Cache component references in Awake/Start instead of calling GetComponent repeatedly when: Any component that needs to reference other components on the same or other GameObjects example: | // WRONG: GetComponent every frame public class BadPlayer : MonoBehaviour { void Update() { GetComponent<Rigidbody>().velocity = Vector3.forward; // Expensive! transform.position += Vector3.up; // transform is already cached, but others aren't } }
// RIGHT: Cache in Awake public class GoodPlayer : MonoBehaviour { private Rigidbody _rb; private Transform _transform;
void Awake() { _rb = GetComponent<Rigidbody>(); _transform = transform; // Even transform benefits from caching in hot paths } void Update() { _rb.velocity = Vector3.forward; _transform.position += Vector3.up; }}
// BETTER: Use RequireComponent and SerializeField [RequireComponent(typeof(Rigidbody))] public class BetterPlayer : MonoBehaviour { [SerializeField] private Rigidbody _rb; // Assign in Inspector or via Reset
void Reset() { _rb = GetComponent<Rigidbody>(); // Auto-assign in editor }}
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name: ScriptableObject Event Channel description: Use ScriptableObjects as decoupled event channels between systems when: Systems need to communicate without direct references example: | // Event channel definition [CreateAssetMenu(menuName = "Events/Void Event")] public class VoidEventChannel : ScriptableObject { private readonly HashSet<Action> _listeners = new();
public void Raise() { foreach (var listener in _listeners) { listener?.Invoke(); } } public void Subscribe(Action listener) => _listeners.Add(listener); public void Unsubscribe(Action listener) => _listeners.Remove(listener);}
// Generic version for data public abstract class EventChannel<T> : ScriptableObject { private readonly HashSet<Action<T>> _listeners = new();
public void Raise(T value) { foreach (var listener in _listeners) { listener?.Invoke(value); } } public void Subscribe(Action<T> listener) => _listeners.Add(listener); public void Unsubscribe(Action<T> listener) => _listeners.Remove(listener);}
[CreateAssetMenu(menuName = "Events/Int Event")] public class IntEventChannel : EventChannel<int> { }
// Usage in components public class PlayerHealth : MonoBehaviour { [SerializeField] private IntEventChannel _onHealthChanged; [SerializeField] private VoidEventChannel _onPlayerDied;
private int _health = 100; public void TakeDamage(int amount) { _health -= amount; _onHealthChanged.Raise(_health); if (_health <= 0) _onPlayerDied.Raise(); }}
public class HealthUI : MonoBehaviour { [SerializeField] private IntEventChannel _onHealthChanged; [SerializeField] private TextMeshProUGUI _healthText;
void OnEnable() => _onHealthChanged.Subscribe(UpdateHealth); void OnDisable() => _onHealthChanged.Unsubscribe(UpdateHealth); private void UpdateHealth(int health) => _healthText.text = health.ToString();}
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name: Object Pooling description: Reuse GameObjects instead of Instantiate/Destroy for frequently spawned objects when: Spawning bullets, particles, enemies, VFX, or any frequently created objects example: | public class ObjectPool<T> where T : Component { private readonly T _prefab; private readonly Transform _parent; private readonly Queue<T> _pool = new(); private readonly HashSet<T> _active = new();
public ObjectPool(T prefab, int initialSize, Transform parent = null) { _prefab = prefab; _parent = parent; for (int i = 0; i < initialSize; i++) { CreateInstance(); } } private T CreateInstance() { var instance = Object.Instantiate(_prefab, _parent); instance.gameObject.SetActive(false); _pool.Enqueue(instance); return instance; } public T Get(Vector3 position, Quaternion rotation) { var instance = _pool.Count > 0 ? _pool.Dequeue() : CreateInstance(); instance.transform.SetPositionAndRotation(position, rotation); instance.gameObject.SetActive(true); _active.Add(instance); if (instance is IPoolable poolable) { poolable.OnSpawn(); } return instance; } public void Release(T instance) { if (!_active.Contains(instance)) return; if (instance is IPoolable poolable) { poolable.OnDespawn(); } instance.gameObject.SetActive(false); _active.Remove(instance); _pool.Enqueue(instance); } public void ReleaseAll() { foreach (var instance in _active.ToArray()) { Release(instance); } }}
public interface IPoolable { void OnSpawn(); void OnDespawn(); }
// Usage public class BulletSpawner : MonoBehaviour { [SerializeField] private Bullet _bulletPrefab; private ObjectPool<Bullet> _bulletPool;
void Awake() { _bulletPool = new ObjectPool<Bullet>(_bulletPrefab, 50, transform); } public void FireBullet(Vector3 position, Vector3 direction) { var bullet = _bulletPool.Get(position, Quaternion.LookRotation(direction)); bullet.Initialize(direction, () => _bulletPool.Release(bullet)); }}
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name: Proper Update Selection description: Use the correct update method for different types of logic when: Implementing any per-frame logic example: | public class UpdatePatterns : MonoBehaviour { // Update - for game logic, input, non-physics movement // Called every frame, varies with frame rate void Update() { // Input handling if (Input.GetKeyDown(KeyCode.Space)) { Jump(); }
// Non-physics movement (use Time.deltaTime) transform.Rotate(Vector3.up, _rotationSpeed * Time.deltaTime); // Animation state updates _animator.SetFloat("Speed", _currentSpeed); } // FixedUpdate - for physics operations ONLY // Called at fixed intervals (default 50 times/second) void FixedUpdate() { // Rigidbody forces and velocity _rb.AddForce(Vector3.forward * _moveForce); // Physics queries that affect physics if (Physics.Raycast(transform.position, Vector3.down, out var hit, 1f)) { _isGrounded = true; } } // LateUpdate - for camera follow, after all Update calls // Called every frame after all Update methods void LateUpdate() { // Camera following _camera.position = Vector3.Lerp( _camera.position, _target.position + _offset, Time.deltaTime * _smoothSpeed ); // IK adjustments // Cleanup after movement }}
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name: Singleton Pattern (Unity-Safe) description: Implement singletons correctly for managers and services when: Creating game-wide managers like AudioManager, GameManager, etc. example: | // WRONG: Naive singleton - breaks on scene reload public class BadManager : MonoBehaviour { public static BadManager Instance; void Awake() => Instance = this; // Overwrites on scene reload! }
// RIGHT: Lazy singleton with DontDestroyOnLoad public abstract class Singleton<T> : MonoBehaviour where T : MonoBehaviour { private static T _instance; private static readonly object _lock = new(); private static bool _applicationIsQuitting;
public static T Instance { get { if (_applicationIsQuitting) { Debug.LogWarning($"[Singleton] Instance of {typeof(T)} already destroyed."); return null; } lock (_lock) { if (_instance == null) { _instance = FindObjectOfType<T>(); if (_instance == null) { var singletonObject = new GameObject($"{typeof(T).Name} (Singleton)"); _instance = singletonObject.AddComponent<T>(); DontDestroyOnLoad(singletonObject); } } return _instance; } } } protected virtual void Awake() { if (_instance == null) { _instance = this as T; DontDestroyOnLoad(gameObject); } else if (_instance != this) { Destroy(gameObject); } } protected virtual void OnApplicationQuit() { _applicationIsQuitting = true; }}
// Usage public class AudioManager : Singleton<AudioManager> { public void PlaySound(AudioClip clip) { /* ... */ } }
// BETTER: Use ScriptableObject services instead for testability [CreateAssetMenu(menuName = "Services/Audio Service")] public class AudioService : ScriptableObject { [SerializeField] private AudioSource _prefab; // No singleton needed - reference via SerializeField }
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name: Async/Await Unity Pattern description: Use modern async/await with proper Unity lifecycle handling when: Loading assets, making web requests, or any async operation example: | using System.Threading; using UnityEngine; using Cysharp.Threading.Tasks; // UniTask for better performance
public class AsyncPatterns : MonoBehaviour { private CancellationTokenSource _cts;
void OnEnable() { _cts = new CancellationTokenSource(); } void OnDisable() { _cts?.Cancel(); _cts?.Dispose(); } // WRONG: Fire and forget async async void BadAsyncMethod() // async void is dangerous! { await SomeAsyncOperation(); // No cancellation, no error handling } // RIGHT: Proper async with cancellation public async UniTaskVoid LoadDataAsync() { try { var data = await LoadFromServerAsync(_cts.Token); ProcessData(data); } catch (OperationCanceledException) { // Expected when cancelled - silent } catch (Exception e) { Debug.LogError($"Load failed: {e.Message}"); } } // With timeout public async UniTask<Texture2D> LoadTextureWithTimeout(string url, float timeout) { using var timeoutCts = new CancellationTokenSource(); timeoutCts.CancelAfter(TimeSpan.FromSeconds(timeout)); using var linkedCts = CancellationTokenSource.CreateLinkedTokenSource( _cts.Token, timeoutCts.Token); var request = UnityWebRequestTexture.GetTexture(url); await request.SendWebRequest().WithCancellation(linkedCts.Token); return DownloadHandlerTexture.GetContent(request); }}
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name: ScriptableObject Configuration description: Use ScriptableObjects for game data and configuration when: Defining weapon stats, enemy types, level data, game settings example: | // Define data structure [CreateAssetMenu(menuName = "Game/Weapon Data")] public class WeaponData : ScriptableObject { [Header("Basic Stats")] public string weaponName; public int damage; public float fireRate; public float range;
[Header("Audio/Visual")] public AudioClip fireSound; public GameObject muzzleFlashPrefab; public AnimationClip fireAnimation; [Header("Ammo")] public int maxAmmo; public float reloadTime;}
// Use in component public class Weapon : MonoBehaviour { [SerializeField] private WeaponData _data;
private float _nextFireTime; private int _currentAmmo; void Start() { _currentAmmo = _data.maxAmmo; } public void Fire() { if (Time.time < _nextFireTime || _currentAmmo <= 0) return; _nextFireTime = Time.time + (1f / _data.fireRate); _currentAmmo--; // Use data from ScriptableObject DealDamage(_data.damage); PlaySound(_data.fireSound); }}
// Create variants easily: // - Pistol.asset (damage: 10, fireRate: 5) // - Rifle.asset (damage: 25, fireRate: 10) // - Shotgun.asset (damage: 50, fireRate: 1)
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name: Addressables Asset Loading description: Load assets asynchronously using Addressables for better memory management when: Loading levels, characters, or any assets that shouldn't be in memory always example: | using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations;
public class AddressableLoader : MonoBehaviour { [SerializeField] private AssetReference _characterReference; private AsyncOperationHandle<GameObject> _loadHandle; private GameObject _loadedCharacter;
public async UniTask<GameObject> LoadCharacterAsync() { // Load asset _loadHandle = _characterReference.LoadAssetAsync<GameObject>(); await _loadHandle; if (_loadHandle.Status == AsyncOperationStatus.Succeeded) { _loadedCharacter = Instantiate(_loadHandle.Result); return _loadedCharacter; } Debug.LogError("Failed to load character"); return null; } void OnDestroy() { // CRITICAL: Release handles to prevent memory leaks if (_loadHandle.IsValid()) { Addressables.Release(_loadHandle); } if (_loadedCharacter != null) { Destroy(_loadedCharacter); } } // For instantiation, use InstantiateAsync for automatic cleanup public async UniTask<GameObject> SpawnEnemyAsync(AssetReference enemyRef, Vector3 pos) { var handle = enemyRef.InstantiateAsync(pos, Quaternion.identity); await handle; // InstantiateAsync tracks instance - released when destroyed return handle.Result; }}
anti_patterns:
-
name: GetComponent in Update description: Calling GetComponent every frame instead of caching why: | GetComponent is not free - it searches the component list. Called 60+ times per second across many objects, it adds up. This is one of the most common Unity performance mistakes. instead: Cache in Awake/Start, use [SerializeField], or RequireComponent attribute.
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name: Find Methods in Runtime description: Using Find, FindObjectOfType, or FindObjectsOfType in Update or frequently called methods why: | These methods search the entire scene hierarchy. They're O(n) where n is all GameObjects. Extremely expensive and completely unnecessary with proper architecture. instead: Use SerializeField references, ScriptableObject registries, or event-based communication.
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name: String-Based Operations in Hot Paths description: Using CompareTag with strings, Animator.SetBool with strings in Update why: | String comparisons are slow. String hashing happens every call. Garbage is generated. Unity provides alternatives for a reason. instead: Use Animator.StringToHash for parameter IDs. Cache CompareTag results or use layer masks.
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name: Instantiate/Destroy in Loops description: Creating and destroying objects frequently instead of pooling why: | Instantiate is expensive - it clones the prefab and initializes all components. Destroy doesn't free memory immediately - it marks for garbage collection. GC spikes cause frame drops. instead: Object pooling for anything spawned more than once per second.
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name: Physics in Update description: Applying forces, setting velocity, or doing physics queries in Update instead of FixedUpdate why: | Update runs at variable rate (frame rate dependent). Physics runs at fixed intervals. Applying forces in Update causes inconsistent physics behavior. Fast machines move faster. instead: All Rigidbody operations in FixedUpdate. Use Time.deltaTime in Update for non-physics movement.
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name: Deep Prefab Nesting description: Prefabs containing prefabs containing prefabs why: | Merge conflicts become impossible to resolve. Changes don't propagate as expected. Prefab overrides become confusing. Performance impact from nested instantiation. instead: Flat prefab hierarchy. Use prefab variants. Compose at runtime when needed.
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name: Coroutine Memory Leaks description: Starting coroutines without stopping them when the object is disabled/destroyed why: | Coroutines keep running after the object that started them is disabled. They hold references, preventing garbage collection. They can cause null reference exceptions. instead: Store coroutine handles and stop in OnDisable. Use async/await with cancellation tokens.
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name: SendMessage/BroadcastMessage description: Using SendMessage for component communication why: | Slow reflection-based calls. No compile-time checking. Silently fails if method doesn't exist. Encourages stringly-typed programming. Terrible for maintenance. instead: Direct references, interfaces, UnityEvents, or ScriptableObject event channels.
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name: MonoBehaviour for Data description: Using MonoBehaviour scripts to hold configuration data why: | MonoBehaviours require a GameObject. They have lifecycle overhead. They can't be easily shared or referenced across the project. instead: ScriptableObjects for data. They're assets, versionable, and shareable.
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name: Ignoring Serialization Rules description: Expecting private fields to serialize, or using properties why: | Unity's serialization has specific rules. Private fields need [SerializeField]. Properties don't serialize. Non-serializable types silently fail. Data gets lost. instead: Understand serialization rules. Use [SerializeField] for private fields. Test serialization.
handoffs:
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trigger: shader|material|visual effect|custom rendering to: shader-programming context: User needs custom shaders or advanced rendering in Unity
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trigger: multiplayer|networking|netcode|photon|mirror to: game-networking context: User needs multiplayer networking implementation
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trigger: audio|sound|music|fmod|wwise to: game-audio context: User needs audio system implementation
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trigger: vr|ar|xr|oculus|openxr to: vr-ar-development context: User needs VR/AR implementation in Unity
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trigger: mobile optimization|ios|android performance to: mobile-game-dev context: User needs mobile-specific optimization
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trigger: ai behavior|pathfinding|navmesh|behavior tree to: game-ai-behavior context: User needs AI and behavior implementation
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trigger: game design|gameplay|mechanics design to: game-design context: User needs game design guidance rather than Unity implementation