unity-csharp-fundamentals
Safe Unity C# fundamentals for this MCP project.
Skill by AndreySkyFoxSidorov
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
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About
Use cases: writing, agent-building
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/unity-csharp-fundamentals
What's inside
- Skill name
unity-csharp-fundamentals- Description
- Safe Unity C# fundamentals for this MCP project. Use when writing MonoBehaviours, ScriptableObjects, Editor code, components, or examples that touch Unity APIs.
- License
- MIT
- Instructions
- 38 lines in SKILL.md · view on GitHub
Files (4)
- SKILL.md
- attributes-patterns.md · references/
- component-access.md · references/
- language-limitations.md · references/
SKILL.md (first lines)
# Unity C# Fundamentals ## Use This Skill When - Writing Unity Editor code or Unity-facing examples. - Adding components, ScriptableObjects, asset operations, scene operations, or editor utilities. - Reviewing Unity API usage for safety. ## Core Rules - Follow `AGENTS.md` and `csharp-code-style`. - Keep Unity API calls on the main thread unless Unity explicitly documents otherwise. - Use `[SerializeField] private` fields for inspector configuration when needed. - Use `[RequireComponent]` when a component has a hard runtime dependency. - Use `TryGetComponent` when the component may be absent. - Cache repeated component lookups only when the lookup happens repeatedly or in a hot path. - Avoid hidden global lookups unless the task requires project-wide discovery. - Do not use `switch`. ## Lifecycle - Keep `Awake`, `OnEnable`, `Start`, `Update`, and `OnDisable` small. - Subscribe in `OnEnable` and unsubscribe in `OnDisable` when the object lifetime allows it. - Use `OnDestroy` for cleanup that must happen even if the object was never enabled. - Do not start async work or coroutines without a cancellation or stop path. ## Editor Code - Editor-only code may use `UnityEditor` and belongs in an Editor assembly or Editor folder. - Validate assets, scenes, and object IDs before mutating them. - Prefer Unity APIs over hand-editing serialized text. - Refresh live instance IDs after compile, scene load, domain reload, or asset import. ## References Legacy reference files remain under `references/`. Use only parts that match current `AGENTS.md`.
From AndreySkyFoxSidorov/UnifiedUnityMCP, MIT.
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Signals
- Stars
- 27
- Forks
- 5
- Open issues
- 0
- Last commit (this folder)
- May 20, 2026 (5 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
unity-csharp-fundamentals skill. Agent Mart. https://agentmart.dev/skills/andreyskyfoxsidorov-unity-csharp-fundamentals (last updated 2026-10-24)