unity-csharp-scripting

unity-csharp-scripting is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 92 tokens per session (1,939 once invoked), scanned A, original, Apache-2.0.

A guide for writing Unity 6.3 LTS C# gameplay scripts using MonoBehaviour, Unity’s base class for components attached to game objects. It covers script lifecycle callbacks, component access, Inspector fields, and coroutines.

In plain words
What is it for?
Use it when creating or editing Unity C# scripts, including choosing between Awake, Start, Update, FixedUpdate, and LateUpdate and accessing components.
Why use it?
It helps scripts run initialization and per-frame or timed logic at the appropriate moments. It also keeps editable fields visible and correctly handled in Unity’s Inspector.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Use it when creating or editing Unity C# scripts, including choosing between Awake, Start, Update, FixedUpdate, and LateUpdate and accessing components.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 3,985 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-csharp-scripting
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unity-csharp-scripting

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-csharp-scripting.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 92 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,939 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00092 $0.01939
Opus 5.5 $0.00037 $0.00776
Sonnet 5.5 $0.00018 $0.00388
Haiku 4.5 $0.00009 $0.00194

Measured today against content hash e49d3fed5f65, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unity-csharp-scripting scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured today.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/check_unity_project.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/unity/unity-csharp-scripting/SKILL.md · 160 lines

How it starts

The opening of the file, as written. The whole thing — 160 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity C# Scripting (MonoBehaviour)

Write correct, idiomatic gameplay scripts in Unity 6. Get the lifecycle, component access, serialization, and coroutines right so behaviour is deterministic and the Inspector stays useful. Targets Unity 6.3 LTS (6000.3), C# / .NET Standard 2.1.

When to use

  • Use when authoring or fixing a MonoBehaviour: choosing the right lifecycle callback, reading/caching components, exposing fields to the Inspector, or running timed logic with coroutines.
  • Use when the project has *.cs files, an Assembly-CSharp or *.asmdef, and a ProjectSettings/ folder.

When not to use: moving rigidbodies / collision response → unity-physics; reading player input → unity-input-system; shared data assets / config → unity-scriptableobjects; Animator parameters → unity-animation. This skill owns the script lifecycle and C# plumbing, not those subsystems.

Core workflow

  1. Pick the callback by purpose, not habit. Awake (cache references, runs once on load), OnEnable (subscribe to events), Start (init that depends on other objects' Awake), Update (per-frame logic/input polling), FixedUpdate (physics), LateUpdate (camera follow after movement), OnDisable/OnDestroy (unsubscribe/cleanup).
  2. Cache component lookups in Awake — never call GetComponent every frame.
  3. Expose tunables with [SerializeField] private, not public fields, so other code can't mutate them but designers can edit them in the Inspector.
  4. Scale per-frame values by Time.deltaTime in Update (and Time.fixedDeltaTime semantics are automatic in FixedUpdate).
  5. Use coroutines for time-sequenced logic (delays, tweens, "do X then wait then Y"); start them with StartCoroutine and stop them deterministically.
  6. Verify in Play mode: check the Console for null-reference exceptions, confirm values in the Inspector update as expected, and watch the Profiler if Update is hot.
  7. Check .meta files before you finish. When you create, move, rename or delete scripts or assets outside the Editor, always move a file together with its .meta (a new .meta means a new GUID and broken references). Then run python scripts/check_unity_project.py <project-dir> (--json for machine-readable output), fix every ERROR (duplicate or malformed GUIDs, files moved without their .meta, missing script references) and re-run until it exits 0. A missing .meta on a brand-new file is only a warning; Unity creates it on the next import. Run the script path relative to this skill directory, or resolve the installed skill path first. It needs Python 3.10+ and nothing else, reads only text-serialized assets, and does not replace opening the project in Unity.

Read the full file on GitHub · 160 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. today Changed · +9 lines e49d3fed5f65
  2. 2d ago Changed · +12 lines 68e072ec2ca2
  3. 1mo ago First seen · 139 lines · 92 tokens per session scan A cb5b08995bc2

Subscribe to this mod's changes

unity-csharp-scripting is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (3,985 stars, last pushed yesterday), licensed Apache-2.0. It adds 92 tokens to every session and 1,939 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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