TheOne Studio Unity Development Standards
⚠️ Unity 6 (C# 9): All patterns and examples are compatible with Unity 6, which uses C# 9. No C# 10+ features are used.
Skill Purpose
This skill enforces TheOne Studio's comprehensive Unity development standards with CODE QUALITY FIRST:
Priority 1: Code Quality & Hygiene (MOST IMPORTANT)
- •Nullable reference types, access modifiers, fix all warnings
- •Throw exceptions (never log errors)
- •TheOne.Logging.ILogger (runtime, no guards, no prefixes, no constructor logs) vs Debug.Log (editor only)
- •readonly/const, nameof, using directive scope
- •No inline comments (use descriptive names)
Priority 2: Modern C# Patterns
- •LINQ over loops, extension methods, expression bodies
- •Null-coalescing operators, pattern matching
- •Modern C# features (records, init, with)
Priority 3: Unity Architecture
- •VContainer + SignalBus OR TheOne.DI + Publisher/Subscriber
- •Data Controllers pattern (NEVER direct data access)
- •Resource management, UniTask async patterns
Priority 4: Performance & Review
- •LINQ optimization, allocation prevention
- •Code review guidelines
When This Skill Triggers
- •Writing or refactoring Unity C# code
- •Implementing Unity features with dependency injection
- •Working with events and signals
- •Accessing or modifying game data
- •Reviewing code changes or pull requests
- •Setting up project architecture
Quick Reference Guide
What Do You Need Help With?
| Priority | Task | Reference |
|---|---|---|
| 🔴 PRIORITY 1: Code Quality (Check FIRST) | ||
| 1 | Nullable types, access modifiers, warnings, exceptions | Quality & Hygiene ⭐ |
| 1 | TheOne.Logging.ILogger (no guards, no prefixes, no constructor logs) vs Debug.Log | Quality & Hygiene ⭐ |
| 1 | readonly/const, nameof, using scope, no inline comments | Quality & Hygiene ⭐ |
| 🟡 PRIORITY 2: Modern C# Patterns | ||
| 2 | LINQ, extension methods, var usage | LINQ Patterns |
| 2 | Expression bodies, null-coalescing, pattern matching | Modern C# Features |
| 2 | Records, init, with expressions | Modern C# Features |
| 🟢 PRIORITY 3: Unity Architecture | ||
| 3 | VContainer dependency injection | VContainer DI |
| 3 | SignalBus event system | SignalBus Events |
| 3 | Data Controllers pattern (NEVER direct data access) | Data Controllers |
| 3 | Service/Bridge/Adapter integration | Integration Patterns |
| 3 | TheOne.DI + Publisher/Subscriber alternative | TheOne Framework |
| 3 | UniTask async/await patterns | UniTask Patterns |
| 🔵 PRIORITY 4: Performance & Review | ||
| 4 | Performance, LINQ optimization, allocations | Performance |
| 4 | Architecture review (DI, events, controllers) | Architecture Review |
| 4 | C# quality review (LINQ, null handling) | C# Quality |
| 4 | Unity-specific review (components, lifecycle) | Unity Specifics |
| 4 | Performance review (allocations, hot paths) | Performance Review |
🔴 CRITICAL: Code Quality Rules (CHECK FIRST!)
⚠️ MANDATORY QUALITY STANDARDS
ALWAYS enforce these BEFORE writing any code:
- •Enable nullable reference types - No nullable warnings allowed
- •Use least accessible access modifier - private by default
- •Fix ALL warnings - Zero tolerance for compiler warnings
- •Throw exceptions for errors - NEVER log errors, throw exceptions
- •TheOne.Logging.ILogger for runtime - No conditional guards (#if), no prefixes ([prefix]), NEVER in constructors; Debug.Log ONLY for editor scripts
- •Use readonly for fields - Mark fields that aren't reassigned
- •Use const for constants - Constants should be const, not readonly
- •Use nameof for strings - Never hardcode property/parameter names
- •Using directive in deepest scope - Method-level using when possible
- •No inline comments - Use descriptive names; code should be self-explanatory
Example: Enforce Quality First
// ✅ EXCELLENT: All quality rules enforced
#nullable enable // 1. Nullable enabled
public sealed class PlayerService
{
private readonly TheOne.Logging.ILogger logger;
private const int MaxHealth = 100;
public PlayerService(TheOne.Logging.ILogger logger)
{
this.logger = logger;
}
public Player GetPlayer(string id)
{
using System.Text.Json;
return players.TryGetValue(id, out var player)
? player
: throw new KeyNotFoundException($"Player not found: {id}");
}
private void LoadGameData()
{
this.logger.Info("Game data loaded");
}
}
#if UNITY_EDITOR
public class EditorTool
{
public void Process()
{
Debug.Log("Processing..."); // 5. Debug.Log OK in editor
}
}
#endif
⚠️ Unity Architecture Rules (AFTER Quality)
Choose ONE Framework Stack
Choose ONE stack per project:
Option 1: VContainer + SignalBus
- •✅ VContainer for dependency injection
- •✅ SignalBus for events
- •✅ [Preserve] attribute on constructors
Option 2: TheOne.DI + Publisher/Subscriber
- •✅ TheOne.DI wrapper
- •✅ IPublisher<T>/ISubscriber<T> for events
- •✅ [Inject] attribute on constructors
Universal Rules (Both Stacks):
- •✅ Use Data Controllers (NEVER direct data access)
- •✅ Use UniTask for async operations
- •✅ Unload assets in Dispose
- •✅ TheOne.Logging.ILogger for runtime (no guards, no prefixes, no constructor logs), Debug.Log for editor only
Brief Examples
🔴 Code Quality First
// ✅ EXCELLENT: Quality rules enforced
#nullable enable
public sealed class PlayerController
{
private readonly TheOne.Logging.ILogger logger;
private const int MaxRetries = 3;
public PlayerController(TheOne.Logging.ILogger logger)
{
this.logger = logger;
}
public Player LoadPlayer(string id)
{
if (!File.Exists(id))
throw new FileNotFoundException($"Player file not found: {id}");
this.logger.Info($"Loading player {id}");
return DeserializePlayer(id);
}
}
#if UNITY_EDITOR
public class EditorHelper
{
public void Log() => Debug.Log("Editor only"); // Debug.Log OK in editor
}
#endif
🟡 Modern C# Patterns
// ✅ GOOD: LINQ instead of loops var activeEnemies = allEnemies.Where(e => e.IsActive).ToList(); // ✅ GOOD: Expression bodies public int Health => this.currentHealth; // ✅ GOOD: Null-coalescing var name = playerName ?? "Unknown"; // ✅ GOOD: Pattern matching if (obj is Player player) player.TakeDamage(10);
Unity Architecture (VContainer)
using UnityEngine.Scripting;
using VContainer.Unity;
public sealed class GameService : IInitializable, IDisposable
{
private readonly SignalBus signalBus;
private readonly LevelDataController levelController;
[Preserve]
public GameService(SignalBus signalBus, LevelDataController levelController)
{
this.signalBus = signalBus;
this.levelController = levelController;
}
void IInitializable.Initialize()
{
this.signalBus.Subscribe<WonSignal>(this.OnWon);
}
void IDisposable.Dispose()
{
this.signalBus.TryUnsubscribe<WonSignal>(this.OnWon);
}
}
Unity Architecture (TheOne.DI)
public sealed class GameService : IAsyncEarlyLoadable, IDisposable
{
private readonly IPublisher<WonSignal> publisher;
private IDisposable? subscription;
[Inject]
public GameService(
IPublisher<WonSignal> publisher,
ISubscriber<WonSignal> subscriber)
{
this.publisher = publisher;
this.subscription = subscriber.Subscribe(this.OnWon);
}
public void Dispose()
{
this.subscription?.Dispose();
}
}
Code Review Checklist
Quick Validation (before committing)
🔴 Code Quality (CHECK FIRST):
- • Nullable reference types enabled (#nullable enable)
- • All access modifiers correct (private by default)
- • Zero compiler warnings
- • Exceptions thrown for errors (no error logging)
- • TheOne.Logging (runtime) vs Debug.Log (editor only)
- • readonly used for non-reassigned fields
- • const used for constants
- • nameof used instead of string literals
- • Using directives in deepest scope
- • No inline comments (self-explanatory code)
🟡 Modern C# Patterns:
- • LINQ used instead of manual loops
- • Expression bodies for simple members
- • Null-coalescing operators used
- • Pattern matching for type checks
- • Modern C# features used where appropriate
🟢 Unity Architecture:
- • VContainer/TheOne.DI used correctly
- • SignalBus/Publisher-Subscriber used correctly
- • Data accessed through Controllers only
- • All signals unsubscribed in Dispose
- • [Preserve] or [Inject] attribute on constructors
🟢 Unity Specifics:
- • Assets loaded are unloaded in Dispose
- • No Find/GetComponent in Update/runtime loops
- • TryGetComponent used instead of GetComponent + null check
- • Lifecycle methods in correct order
🔵 Performance:
- • No allocations in Update/FixedUpdate
- • LINQ avoided in hot paths
- • .ToArray() used instead of .ToList() when not modified
Common Mistakes to Avoid
❌ DON'T:
- •Ignore nullable warnings → Enable #nullable and fix all warnings
- •Log errors instead of throwing → Throw exceptions for errors
- •Use Debug.Log in runtime code → Use TheOne.Logging.ILogger (Debug.Log is editor only)
- •Add conditional guards to logs → ILogger handles #if internally
- •Add manual log prefixes → ILogger handles [prefix] automatically
- •Log in constructors → Never log in constructors (keep fast/side-effect free)
- •Use logger?.Method() → Use logger.Method() (DI guarantees non-null)
- •Add verbose logs → Keep only necessary logs
- •Skip access modifiers → Always use least accessible (private default)
- •Hardcode strings → Use nameof() for property/parameter names
- •Leave fields mutable → Use readonly/const where possible
- •Use Zenject → Use VContainer
- •Use MessagePipe directly → Use SignalBus
- •Access data models directly → Use Controllers
- •Forget to unsubscribe from signals → Implement IDisposable
- •Add inline comments → Use descriptive names instead
✅ DO:
- •Enable nullable reference types (#nullable enable)
- •Throw exceptions for errors (never log errors)
- •Use TheOne.Logging.ILogger for runtime (no guards, no prefixes, no constructor logs)
- •Use logger.Method() directly (no null-conditional, DI guarantees non-null)
- •Debug.Log for editor only (#if UNITY_EDITOR)
- •Use least accessible modifiers (private by default)
- •Use descriptive names (no inline comments)
- •Use nameof() for string literals
- •Use readonly/const for immutable fields
- •Use VContainer or TheOne.DI for dependency injection
- •Use SignalBus or Publisher/Subscriber for all events
- •Use Controllers for all data access
- •Always implement IDisposable and unsubscribe
- •Add [Preserve] or [Inject] to prevent code stripping
- •Use LINQ for collection operations
Review Severity Levels
🔴 Critical (Must Fix)
- •Nullable warnings not fixed - Enable #nullable and fix all warnings
- •Logging errors instead of throwing - Use throw, not log for errors
- •Debug.Log in runtime code - Must use TheOne.Logging.ILogger (Debug.Log = editor only)
- •Conditional guards on logs - ILogger handles #if internally, remove guards
- •Manual log prefixes - ILogger handles [prefix] automatically, remove prefixes
- •Logging in constructors - Never log in constructors (keep fast/side-effect free)
- •Null-conditional on logger - Use logger.Method() not logger?.Method()
- •Missing access modifiers - All members must have explicit modifiers
- •Compiler warnings ignored - Zero tolerance for warnings
- •Inline comments - Use descriptive names instead
- •Using Zenject instead of VContainer
- •Using MessagePipe instead of SignalBus
- •Direct data access (not using Controllers)
- •Memory leaks (not unsubscribing)
- •Missing IDisposable implementation
🟡 Important (Should Fix)
- •Missing readonly/const - Fields should be readonly/const when possible
- •Hardcoded strings - Use nameof() for property/parameter names
- •Using directives not in deepest scope - Method-level using when possible
- •Verbose unnecessary logs - Keep only necessary logs
- •Verbose code instead of LINQ
- •Missing [Preserve] or [Inject] attribute
- •Performance issues in hot paths
- •Missing unit tests for business logic
- •No XML documentation on public APIs
🟢 Nice to Have (Suggestion)
- •Could use expression body
- •Could use null-conditional
- •Could use pattern matching
- •Could improve naming
- •Could simplify with modern C# features
Detailed References
C# Coding Standards
- •LINQ Patterns - LINQ, extension methods, var usage
- •Modern C# Features - Expression bodies, null-coalescing, pattern matching, records
- •Quality & Hygiene - Nullable types, access modifiers, logging, exceptions
- •Performance Optimizations - Unity patterns, LINQ performance
Unity Architecture
- •VContainer DI - Complete VContainer dependency injection guide
- •SignalBus Events - SignalBus event system patterns
- •Data Controllers - Data Controller implementation
- •Integration Patterns - Service/Bridge/Adapter for third-party SDKs
- •TheOne Framework - TheOne.DI + Publisher/Subscriber alternative
- •UniTask Patterns - Async/await with UniTask
Code Review
- •Architecture Review - VContainer, SignalBus, Controllers violations
- •C# Quality Review - LINQ, expression bodies, null handling
- •Unity Specifics Review - Component access, lifecycle, cleanup
- •Performance Review - Allocations, LINQ in hot paths
Summary
This skill provides comprehensive Unity development standards for TheOne Studio:
- •C# Excellence: Modern, concise, professional C# code
- •Unity Architecture: VContainer+SignalBus OR TheOne.DI+Publisher patterns
- •Code Quality: Enforced quality, hygiene, and performance rules
- •Code Review: Complete checklist for pull request reviews
Use the Quick Reference Guide above to navigate to the specific pattern you need.