Unity Workflow LibraryUWLAbout

Topic

Code & scene flow

Boot, load and swap scenes; MonoBehaviour and C# standards.

Scene flow

How every Unity app boots, loads, swaps scenes and tears down. Most other rules guard one step of this flow.

  1. App & scene flow, lifecycle guardsLoad matches, swap scenes and guard every flow: single-flight entry, guards cleared in finally, stubs that fail closed.

Unity programming (MonoBehaviour & C#)

Regular object-oriented Unity: GameObjects, MonoBehaviours, ScriptableObjects and plain C#. Use it for most games, UI, flow and anything there is only one or a few of. Starts with the core coding standards. DOTS/ECS is a different paradigm with its own section.

  1. C# style & conventionsNaming, structure and language-feature rules for game code.
  2. Runtime references & object lifecycleHow objects get references to each other, pooling, subscriptions, and how references die.
  3. Assets & serializationImporters, YAML and serialized fields: keep data stable across refactors.
  4. Input, touch & pointer gatingInput System wiring and touch traps that never reproduce with a mouse.
  5. Editor toolingInspectors, generators and authoring surfaces that never leak into a build.
  6. Game AI: pathfinding & steeringEngine-agnostic flow fields, steering and crowd rules that survive blocked goals.