| name | unity |
| description | Integrates Unity APIs, MonoBehaviours, and game engine components for SPT/EFT modding.
Use when: Working with Unity GameObjects, transforms, physics, NavMesh, coroutines, or any UnityEngine namespace.
|
| allowed-tools | Read, Edit, Write, Glob, Grep, Bash |
Unity Skill
Unity integration for SPT (Single Player Tarkov) modding via BepInEx plugins. This project uses Unity 2021.x APIs through decompiled EFT assemblies, with heavy reliance on Physics.OverlapSphere, NavMesh, Vector3 math, and coroutine-based async patterns. All Unity calls happen on the main thread; use UnityMainThreadDispatcher patterns when needed.
Quick Start
NavMesh Position Validation
using UnityEngine;
using UnityEngine.AI;
public bool TryGetValidNavMeshPosition(Vector3 target, out Vector3 validPosition, float maxDistance = 2f)
{
if (NavMesh.SamplePosition(target, out NavMeshHit hit, maxDistance, NavMesh.AllAreas))
{
validPosition = hit.position;
return true;
}
validPosition = Vector3.zero;
return false;
}
Physics Overlap for Detection
private readonly Collider[] _scanBuffer = new Collider[64];
public void ScanForLoot(Vector3 position, float radius, int layerMask)
{
int count = Physics.OverlapSphereNonAlloc(position, radius, _scanBuffer, layerMask);
for (int i = 0; i < count; i++)
{
var collider = _scanBuffer[i];
}
}
Distance and Direction Calculations
float distanceSq = (targetPos - botPos).sqrMagnitude;
if (distanceSq < maxDistanceSq)
{
Vector3 direction = (targetPos - botPos).normalized;
}
Key Concepts
| Concept | Usage | Example |
|---|
| NavMesh sampling | Validate movement targets | NavMesh.SamplePosition(pos, out hit, 2f, NavMesh.AllAreas) |
| Physics overlap | Area detection | Physics.OverlapSphereNonAlloc(pos, radius, buffer, mask) |
| Layer masks | Filter physics queries | LayerMask.GetMask("Loot", "Interactive") |
| Transform caching | Performance | private Transform _cachedTransform; |
| Vector3 math | Distance/direction | (a - b).sqrMagnitude, (a - b).normalized |
Common Patterns
Spawn Position Calculation
When: Spawning MedicBuddy team behind player
public Vector3 CalculateSpawnPosition(Transform playerTransform, float distance = 15f)
{
Vector3 behindPlayer = playerTransform.position - playerTransform.forward * distance;
if (TryGetValidNavMeshPosition(behindPlayer, out Vector3 validPos))
return validPos;
Vector3 leftPos = playerTransform.position - playerTransform.right * distance;
if (TryGetValidNavMeshPosition(leftPos, out validPos))
return validPos;
return playerTransform.position;
}
Coroutine for Timed Operations
When: Healing ticks, delayed actions
private IEnumerator HealOverTime(float totalAmount, float duration)
{
float elapsed = 0f;
float healPerSecond = totalAmount / duration;
while (elapsed < duration)
{
ApplyHealing(healPerSecond * Time.deltaTime);
elapsed += Time.deltaTime;
yield return null;
}
}
See Also
- patterns - GameObject handling, physics queries, NavMesh
- workflows - Common Unity workflows in SPT modding
Related Skills
- See the csharp skill for C# patterns and error handling
- See the bepinex skill for plugin lifecycle and Unity integration
- See the harmony skill for patching Unity methods