Unity C# Scripting (MonoBehaviour)
Write correct, idiomatic gameplay scripts in Unity 6. Get the lifecycle, component
access, serialization, and coroutines right so behaviour is deterministic and the
Inspector stays useful. Targets Unity 6 (6000.0 LTS), C# / .NET Standard 2.1.
When to use
- Use when authoring or fixing a
MonoBehaviour: choosing the right lifecycle callback,
reading/caching components, exposing fields to the Inspector, or running timed logic
with coroutines. - Use when the project has
*.csfiles, anAssembly-CSharpor*.asmdef, and a
ProjectSettings/folder.
When not to use: moving rigidbodies / collision response → unity-physics; reading
player input → unity-input-system; shared data assets / config → unity-scriptableobjects;
Animator parameters → unity-animation. This skill owns the script lifecycle and C#
plumbing, not those subsystems.
Core workflow
- Pick the callback by purpose, not habit.
Awake(cache references, runs once on
load),OnEnable(subscribe to events),Start(init that depends on other objects'
Awake),Update(per-frame logic/input polling),FixedUpdate(physics),LateUpdate
(camera follow after movement),OnDisable/OnDestroy(unsubscribe/cleanup). - Cache component lookups in
Awake— never callGetComponentevery frame. - Expose tunables with
[SerializeField] private, not public fields, so other code
can't mutate them but designers can edit them in the Inspector. - Scale per-frame values by
Time.deltaTimeinUpdate(andTime.fixedDeltaTime
semantics are automatic inFixedUpdate). - Use coroutines for time-sequenced logic (delays, tweens, "do X then wait then Y");
start them withStartCoroutineand stop them deterministically. - Verify in Play mode: check the Console for null-reference exceptions, confirm values
in the Inspector update as expected, and watch the Profiler ifUpdateis hot.
Patterns
1. Lifecycle + cached components (the canonical skeleton)
using UnityEngine;
[RequireComponent(typeof(Rigidbody))] // auto-adds the dependency, prevents null refs
public class PlayerController : MonoBehaviour
{
[SerializeField] private float moveSpeed = 6f; // editable in Inspector, private in code
private Rigidbody _rb; // cached, not fetched per frame
private void Awake() => _rb = GetComponent<Rigidbody>(); // cache once on load
private void Update()
{
// Per-frame, non-physics work. Scale by deltaTime so it is frame-rate independent.
transform.Rotate(0f, 90f * Time.deltaTime, 0f);
}
private void FixedUpdate()
{
// Physics work belongs here (fixed timestep). See the unity-physics skill.
_rb.MovePosition(_rb.position + transform.forward * moveSpeed * Time.fixedDeltaTime);
}
}
2. Safe component access with TryGetComponent
// Avoids allocating a null and is clearer than GetComponent + null check.
if (other.TryGetComponent<Health>(out var health))
health.Apply(-10);
3. Serialization that shows up correctly in the Inspector
[SerializeField, Range(0f, 1f)] private float volume = 0.8f; // slider
[SerializeField] private string playerName = "Hero"; // private but serialized
[System.Serializable] // REQUIRED for a plain class to serialize/show
public class Stats { public int hp = 100; public int mana = 50; }
[SerializeField] private Stats stats = new(); // nested struct-like data in the Inspector
4. Coroutines for time-sequenced logic
private void Start() => StartCoroutine(FlashThenHide());
private System.Collections.IEnumerator FlashThenHide()
{
yield return new WaitForSeconds(0.5f); // wait half a second of game time
GetComponent<Renderer>().enabled = false;
yield return null; // resume next frame
}
Pitfalls
GetComponentinUpdate— it searches every frame and tanks performance. Cache the
reference inAwake/Start.- Physics in
Update— moving aRigidbodywith forces orMovePositionoutside
FixedUpdatecauses jitter and timestep-dependent behaviour. Read input inUpdate,
apply physics inFixedUpdate. - Relying on
Startorder across objects —Startruns after allAwakes, but order
amongStarts is undefined. Do cross-object wiring inStart, self-setup inAwake. publicfields just to show them in the Inspector — that also lets any script mutate
them. Use[SerializeField] privateinstead.gameObject.tag == "Enemy"allocates a string and is slower; use
gameObject.CompareTag("Enemy").- Coroutines stop when the GameObject is disabled — a disabled object's coroutines are
killed; re-StartCoroutineinOnEnableif it must survive toggling. Updatenever runs beforeStart, but the firstUpdatecan run on the same
frame asStart— guard against not-yet-initialised fields if you split setup oddly.
References
- For the full event-execution-order table and advanced coroutine patterns (custom
CustomYieldInstruction, stopping by handle,WaitUntil/WaitWhile), read
references/lifecycle-and-coroutines.md. - Primary docs: Unity Manual "Event function execution order"
(https://docs.unity3d.com/Manual/execution-order.html) andScriptReference/MonoBehaviour.
Related skills
unity-physics—Rigidbody, collisions, andFixedUpdatemotion.unity-input-system— reading player input into these scripts.unity-scriptableobjects— sharing data/config between scripts without singletons.