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unity-csharp-fundamentals

Safe Unity C# fundamentals for this MCP project.

Skill by AndreySkyFoxSidorov

IndexedMIT★ 27
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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

Safe Unity C# fundamentals for this MCP project. Use when writing MonoBehaviours, ScriptableObjects, Editor code, components, or examples that touch Unity APIs.

Use cases: writing, agent-building

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What this skill can do and what it asks for, from its SKILL.md and code. Checked Nov 1, 2026.

Tools
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Install scripts
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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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Stars
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Forks
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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

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unity-csharp-fundamentals skill. Agent Mart. https://agentmart.dev/skills/andreyskyfoxsidorov-unity-csharp-fundamentals (last updated 2026-10-24)