| name | unity-csharp-scripting |
| description | C# scripting in Unity for gameplay, behavior, and engine integration. PROACTIVELY activate for: (1) writing Unity C# scripts, (2) MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), (3) coroutines and async/await in Unity, (4) delegates, events, Action/Func patterns, (5) ScriptableObject creation and serialization, (6) GetComponent / TryGetComponent and component caching, (7) physics scripting (Rigidbody, raycast, collision/trigger callbacks), (8) animation scripting (Animator parameters, state machines, IK), (9) NavMesh and NavMeshAgent scripting, (10) input handling (Input System package), (11) custom serialization and SerializeField. Provides: lifecycle reference, coroutine vs async patterns, ScriptableObject templates, Rigidbody/collision recipes, NavMesh examples, and Input System setup. |
Unity C# Scripting Patterns
Overview
Core C# scripting reference for Unity development. Covers MonoBehaviour lifecycle, physics and collision APIs, animation scripting, audio, navigation, common design patterns, serialization, and ECS/DOTS coding patterns.
MonoBehaviour Lifecycle
Execution Order
Awake() -> OnEnable() -> Start() -> FixedUpdate() -> Update() -> LateUpdate() -> OnDisable() -> OnDestroy()
| Method | When Called | Use For |
|---|
Awake() | Once, when object instantiates (before Start) | Self-initialization, caching references |
OnEnable() | Each time object becomes active | Subscribe to events, reset state |
Start() | Once, before first Update (after all Awake) | Cross-object initialization |
FixedUpdate() | Fixed timestep (default 0.02s) | Physics, Rigidbody movement |
Update() | Every frame | Input, non-physics logic |
LateUpdate() | After all Update calls | Camera follow, post-movement adjustments |
OnDisable() | When object deactivates | Unsubscribe events, save state |
OnDestroy() | When object is destroyed | Final cleanup, resource release |
Key Rules
- Awake runs even on disabled components (but not disabled GameObjects)
- Never rely on Awake/Start order between scripts -- use
[DefaultExecutionOrder(N)] or Script Execution Order settings
- Use
OnValidate() for editor-time validation of serialized fields
Coroutines and Async
Coroutines
IEnumerator SpawnWaves(int count, float delay)
{
for (int i = 0; i < count; i++)
{
SpawnEnemy();
yield return new WaitForSeconds(delay);
}
}
| Yield Instruction | Behavior |
|---|
yield return null | Wait one frame |
yield return new WaitForSeconds(t) | Wait t seconds (affected by timeScale) |
yield return new WaitForSecondsRealtime(t) | Unscaled time |
yield return new WaitForFixedUpdate() | Wait for next FixedUpdate |
yield return new WaitForEndOfFrame() | After rendering |
yield return new WaitUntil(() => condition) | Wait until predicate is true |
yield return StartCoroutine(other) | Wait for nested coroutine |
Async/Await (Unity 6+ / UniTask)
For Unity 2023+/Unity 6, Awaitable is built-in. For older versions, use UniTask.
async Awaitable LoadLevelAsync(string sceneName)
{
await Awaitable.WaitForSecondsAsync(1f);
var op = SceneManager.LoadSceneAsync(sceneName);
while (!op.isDone)
{
progressBar.value = op.progress;
await Awaitable.NextFrameAsync();
}
}
Events and Delegates
Event Pattern (Recommended)
public class Health : MonoBehaviour
{
public event System.Action<float> OnDamaged;
public event System.Action OnDeath;
public void TakeDamage(float amount)
{
currentHealth -= amount;
OnDamaged?.Invoke(amount);
if (currentHealth <= 0) OnDeath?.Invoke();
}
}
void OnEnable() => health.OnDamaged += HandleDamage;
void OnDisable() => health.OnDamaged -= HandleDamage;
void HandleDamage(float amount) => ;
ScriptableObject Event Channels
Decouple systems without direct references. Create GameEvent as a ScriptableObject asset, invoke from publishers, and listen from subscribers via GameEventListener MonoBehaviours. See references/design-patterns.md for full implementation.
Physics API Quick Reference
Rigidbody Movement (3D)
| Task | Method | Where |
|---|
| Continuous force | rb.AddForce(dir * force) | FixedUpdate |
| Instant impulse | rb.AddForce(dir * force, ForceMode.Impulse) | FixedUpdate |
| Direct velocity | rb.linearVelocity = dir * speed | FixedUpdate |
| Kinematic move | rb.MovePosition(target) | FixedUpdate |
| Rotation | rb.MoveRotation(targetRot) | FixedUpdate |
Note: In Unity 6, Rigidbody.velocity is renamed to Rigidbody.linearVelocity.
Raycasting
if (Physics.Raycast(origin, direction, out RaycastHit hit, maxDistance, layerMask))
{
Debug.Log($"Hit {hit.collider.name} at {hit.point}");
}
Collision vs Trigger
| Callback | Requires | Use For |
|---|
OnCollisionEnter/Stay/Exit | Both have colliders, at least one Rigidbody, isTrigger=false | Physical impacts |
OnTriggerEnter/Stay/Exit | One collider has isTrigger=true, at least one Rigidbody | Zones, pickups, detection |
Always use CompareTag("Enemy") instead of other.tag == "Enemy" (avoids GC allocation).
Animation Scripting
[RequireComponent(typeof(Animator))]
public class CharacterAnimation : MonoBehaviour
{
static readonly int SpeedHash = Animator.StringToHash("Speed");
static readonly int JumpTrigger = Animator.StringToHash("Jump");
Animator _anim;
void Awake() => _anim = GetComponent<Animator>();
void Update()
{
_anim.SetFloat(SpeedHash, moveSpeed);
if (jumped) _anim.SetTrigger(JumpTrigger);
}
}
Cache Animator.StringToHash results as static readonly fields to avoid per-frame hashing. Use Animation Events for gameplay-timed callbacks (footsteps, hit frames). For IK, implement OnAnimatorIK(int layerIndex) with SetIKPosition/Rotation/Weight.
Audio Quick Reference
[RequireComponent(typeof(AudioSource))]
public class SFXPlayer : MonoBehaviour
{
[SerializeField] AudioClip[] clips;
AudioSource _source;
void Awake() => _source = GetComponent<AudioSource>();
public void PlayRandom() => _source.PlayOneShot(clips[Random.Range(0, clips.Length)]);
}
Use AudioSource.PlayOneShot() for overlapping SFX. Use AudioMixer with exposed parameters for volume control. Use snapshots for state transitions (combat vs. exploration).
Serialization
| Type | Serialized | Notes |
|---|
public fields | Yes | Visible in Inspector |
[SerializeField] private | Yes | Preferred -- maintains encapsulation |
[HideInInspector] public | Yes, hidden | Serialized but not shown |
[NonSerialized] public | No | Opt-out of serialization |
| Properties | No | Never serialized by Unity |
| Dictionaries | No | Use serialized list + rebuild, or Odin/SerializedDictionary |
| Interfaces | No | Use abstract ScriptableObject or SerializeReference |
Use [SerializeReference] for polymorphic serialization of interfaces and abstract types.
Common Design Patterns
| Pattern | When to Use | Approach |
|---|
| Singleton | Global managers (Audio, GameState) | ScriptableObject-based or lazy MonoBehaviour |
| Observer | Decoupled communication | C# events or SO event channels |
| Command | Input/undo systems | Command interface + history stack |
| State Machine | AI, player states | Enum + switch, or class-based states |
| Object Pool | Bullets, particles, enemies | Queue with pre-instantiation |
| Service Locator | Testable global access | Static registry with interface keys |
For detailed implementations and code examples, see references/design-patterns.md.
ECS/DOTS Quick Reference
| Concept | Role |
|---|
| Entity | Lightweight ID (no MonoBehaviour) |
| IComponentData | Pure data struct on entities |
| SystemBase / ISystem | Logic operating on component queries |
| EntityQuery | Filter entities by component sets |
| Jobs (IJobEntity) | Multithreaded systems |
| Burst Compiler | SIMD-optimized native code |
For ECS architecture patterns and migration guidance, see references/design-patterns.md.
Additional Resources
Reference Files
references/design-patterns.md -- Full implementations of singleton, observer, command, state machine, object pool, service locator, and ECS patterns
references/physics-animation-audio.md -- Detailed physics setup (2D and 3D), advanced animation (blend trees, IK, root motion, Animation Rigging), and audio architecture