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unity-scriptdesign

Advise on Unity gameplay script quality

DeepseekModel Curated skill Quality Excellent · 90 v1.0.0

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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
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