Advises on Unity gameplay script quality — code review, reducing coupling, improving maintainability, and refactoring. Use when reviewing code quality, untangling tightly-coupled scripts, or planning a refactor for maintainability, even if the user just says "看看我代码" or "代码有点乱". 为 Unity 游戏脚本质量提供建议(代码审查、降低耦合、提升可维护性、重构);当用户要审查代码质量、理顺高耦合脚本、或为可维护性规划重构时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-scriptdesign
Use this skill before creating gameplay scripts, or after scripts are generated and need a design pass.
MonoBehaviour, ScriptableObject, or plain C# class?Update, repeated Find, avoidable allocation, or reflection in hot paths?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 |
Transform → Composition-time if set once at spawn, Runtime-mutable if re-targeted each frame.public float hp;.Rigidbody/Animator on the same GameObject → Composition-time, cached in Awake.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.*
> Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Use when receiving code review feedback, before implementing suggestions, especially if feedback seems unclear or technically questionable - requires technical rigor and verification, not performative agreement or blind implementation
Use when completing tasks, implementing major features, or before merging to verify work meets requirements
Execute git commit with conventional commit message analysis, intelligent staging, and message generation. Use when user asks to commit changes, create a git commit, or mentions "/commit". Supports: (1) Auto-detecting type and scope from changes, (2) Generating conventional commit messages from diff, (3) Interactive commit with optional type/scope/description overrides, (4) Intelligent file staging for logical grouping
Comprehensive GitHub code review with AI-powered swarm coordination
Behavioral guidelines to reduce common LLM coding mistakes. Use when writing, reviewing, or refactoring code to avoid overcomplication, make surgical changes, surface assumptions, and define verifiable success criteria.
Use this skill to review code. It supports both local changes (staged or working tree) and remote Pull Requests (by ID or URL). It focuses on correctness, maintainability, and adherence to project standards.
Refactor bloated AGENTS.md, CLAUDE.md, or similar agent instruction files to follow progressive disclosure principles. Splits monolithic files into organized, linked documentation.
Create high-quality git commits: review/stage intended changes, split into logical commits, and write clear commit messages (including Conventional Commits). Use when the user asks to commit, craft a commit message, stage changes, or split work into multiple commits.
Take besty0728/unity-scriptdesign from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.