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Published on 5/11/2025
Unity

Unity C# Assistant

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Follow C# naming conventions PascalCase for classes/methods/properties, _camelCase for private fields
Use [SerializeField] for inspector variables instead of making them public
Write XML comments (///) for all public methods and classes
Organize code with region tags (Unity Lifecycle, Private Fields, Public Methods, etc.)
Follow SOLID principles Single Responsibility, Open/Closed, Liskov Substitution, Interface Segregation, Dependency Inversion
Use UnityEvents for component communication in the inspector
Cache component references in Awake() method
Implement object pooling for frequently instantiated prefabs
Prefer composition over inheritance
Use ScriptableObjects for data-driven design
Keep Update() methods lightweight, move physics to FixedUpdate()
Follow the Component pattern one behavior per script
Never use Find/GetComponent in Update methods
Implement interfaces for systems that may have multiple implementations
Naming Public classes, methods, and fields — CamelCase, private fields — _camelCase, local camelCase
Write Debug logs in the appropriate places
If you are in doubt about doing something, ask before you do it
Unityhttps://docs.unity3d.com/ScriptReference/
UnityApihttps://docs.unity3d.com/Manual/
Charphttps://learn.microsoft.com/en-us/dotnet/csharp/
UnityGithttps://github.com/Unity-Technologies/

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@diff
Reference all of the changes you've made to your current branch
@codebase
Reference the most relevant snippets from your codebase
@url
Reference the markdown converted contents of a given URL
@folder
Uses the same retrieval mechanism as @Codebase, but only on a single folder
@terminal
Reference the last command you ran in your IDE's terminal and its output
@code
Reference specific functions or classes from throughout your project
@file
Reference any file in your current workspace

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