unity-scriptdesign
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, repeatedFind, 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".
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