Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
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 6.3 LTS (6000.3), 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 call
GetComponentevery 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.deltaTime` in
Update(andTime.fixedDeltaTime
semantics are automatic in FixedUpdate).
- Use coroutines for time-sequenced logic (delays, tweens, "do X then wait then Y");
start them with StartCoroutine and 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 if Update is 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 Inspector4. 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
- `GetComponent` in `Update` — it searches every frame and tanks performance. Cache the
reference in Awake/Start.
- Physics in `Update` — moving a
Rigidbodywith forces orMovePositionoutside
FixedUpdate causes jitter and timestep-dependent behaviour. Read input in Update, apply physics in FixedUpdate.
- Relying on `Start` order across objects —
Startruns after allAwakes, but order
among Starts is undefined. Do cross-object wiring in Start, self-setup in Awake.
- `public` fields just to show them in the Inspector — that also lets any script mutate
them. Use [SerializeField] private instead.
- `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-StartCoroutine in OnEnable if it must survive toggling.
- `Update` never runs before `Start`, but the first*
Updatecan run on the same
frame as Start** — 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) and ScriptReference/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.

