---
name: unity-scriptdesign
description: Advise on Unity gameplay script quality
---

> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

## Triggers
- Reviewing code quality
- Untangling tightly-coupled scripts
- Planning a refactor for maintainability
- 审查代码质量、理顺高耦合脚本、为可维护性规划重构

# Unity Script Design Review

Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.

## Review Checklist

- Responsibility: does the script have one clear job?
- Role: should it really be a `MonoBehaviour`, `ScriptableObject`, or plain C# class?
- Coupling: are dependencies explicit instead of hidden globals or deep scene lookups?
- Communication: should this be a direct reference, interface call, or event?
- Performance: is there unnecessary `Update`, repeated `Find`, avoidable allocation, or reflection in hot paths?
- Lifecycle: are subscriptions, timers, and async work cleaned up clearly?
- Inspector UX: are serialized fields private, grouped, and explained?
- Testability: can the core logic move into a plain C# class?
- Naming: do class and field names explain intent without cryptic abbreviations?

## Data Lifecycle Boundary

The Review Checklist above asks "where does this *class* live". Ask the same question for every *field*. Every piece of state has one of three lifecycles, and putting a field on the wrong one is the most common cause of "why did this break when the designer tweaked a value" and "why are my unit tests flaky".

| Lifecycle | When the value is decided | Where it belongs | Typical idiom |
|-----------|--------------------------|------------------|---------------|
| **Authoring-time** | By a designer in the Editor, before Play | `ScriptableObject` asset, or `[SerializeField] private` on a prefab | Immutable at runtime; read via `_config.Speed` |
| **Composition-time** | Once per scene/instance, at `Awake`/`Start` | `private` field, assigned from `GetComponent` / `GetComponentInChildren` / ctor arg | Cached reference, no per-frame lookup |
| **Runtime-mutable** | Every frame or on gameplay events | `private` backing field + `public` read-only property + event | Exposed via `public float Health { get; private set; }` + `OnHealthChanged` |

### Typical assignments

- Weapon damage / fire rate / clip size → **Authoring-time** (ScriptableObject so balance can be hot-swapped).
- Enemy AI's current target `Transform` → **Composition-time** if set once at spawn, **Runtime-mutable** if re-targeted each frame.
- Player current HP → **Runtime-mutable** with event. Never `public float hp;`.
- Reference to `Rigidbody`/`Animator` on the same GameObject → **Composition-time**, cached in `Awake`.
- Level music track → **Authoring-time** via ScriptableObject level descriptor.
- "Is in combat" flag → **Runtime-mutable**, but usually derived from other state — review whether it should be a field at all.

### Why the separation matters

Mixing the three lifecycles is what turns a clean class into a god object. A `MonoBehaviour` whose `public float speed` is edited by both the Inspector **and** a power-up script has two owners and no invariant; a bug in either path corrupts the other. The ECS baking pipeline makes this distinction a hard architectural boundary (Authoring → Baker → System), and the discipline transfers directly: if you would not mix an Authoring component with runtime write-back in ECS, do not mix them in a MonoBehaviour either. *Source: `EntitiesSamples/Docs/baking.md:5-16`.*

## Guardrails

> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

- Prefer descriptive names over local shorthand.
- Do not “optimize” readability away for imagined productivity gains.
- Do not recommend complex patterns if a smaller refactor fixes the real problem.

## Output Format

- Keep: what is already good
- Simplify: what should stay straightforward
- Refactor: the highest-value structural change
- Performance notes: only real hotspots, not theoretical micro-optimizations
- Maintainability notes: naming, ownership, coupling, editor usability


---
Source attribution: Besty0728
Original project: https://github.com/Besty0728/Unity-Skills
License: MIT
License information: https://opensource.org/license/mit
Original upstream instructions; downloaded from Mega AI Hub.

## Upstream license notice

MIT License

Copyright (c) 2026 Gabriel Moreira

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.



# Mega AI Hub resource metadata

Creator / publisher: Besty0728
Original project: https://github.com/Besty0728/Unity-Skills
Attribution basis: Upstream repository explicitly recorded in package mirror path

Fields of work: Development & Engineering
Roles: Backend Developer, Frontend Developer, Game Developer
Specialties: API, Design, Word Documents, Frontend, Testing
Tools: Unity
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: b1ce164f3365ac92c84c753d9e495b82a7fc0bfdfccf7fad9de5f13ea4707f93
