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Unity rules for AI coding agents

Full stack: Unity (C#)

Ready-to-commit rules for Unity (C#) in every major format: AGENTS.md (Codex, Cursor, Copilot), CLAUDE.md (Claude Code), Cursor .mdc project rules, legacy .cursorrules, Copilot instructions, Windsurf rules and GEMINI.md. A Unity game scripted in C#. Built for gamedev vibe coders.

Last reviewed 2026-10-21 · Customise in the generator · Raw: AGENTS.md, CLAUDE.md

The mistake agents make most on this stack

Agents hand-edit .meta, scene and prefab files, which corrupts references, and call GetComponent every frame.

Generated files

AGENTS.md
# AGENTS.md - this project

Instructions for AI coding agents working in this repository.

## Project

A Unity (C#) project.

Stack: Unity (C#).

## Commands

- Run tests (CLI): `Unity -batchmode -projectPath . -runTests -testPlatform EditMode -testResults results.xml`

## Project structure

- Scripts in `Assets/Scripts/<Feature>/`. Use Assembly Definitions per feature to keep compile times down.

## How to work in this repo

- Read the relevant files before editing. Follow the patterns already in the codebase over these generic rules.
- Make the smallest change that solves the task. Do not refactor or reformat unrelated code.
- Before saying a task is done, run the type-check, lint and tests listed under Commands and fix what you broke.
- If requirements are ambiguous, ask one clear question instead of guessing.
- Never commit secrets, API keys or `.env` files. Use env vars and keep `.env.example` up to date.
- Do not add a new dependency when the standard library or an existing dependency already covers it.
- Ask before adding, removing or upgrading any dependency.
- Ask before changing database schemas, auth, payments or CI configuration.
- Never delete files, drop data or run destructive commands (`rm -rf`, `git push --force`, `DROP TABLE`) without explicit approval.
- Keep each change under ~200 changed lines where possible; split larger work into steps.

## Unity (C#)

- Only edit `.cs` files. Never hand-edit `.meta`, `.unity`, `.prefab` or `.asset` files, and never invent GUIDs. Tell the user what to change in the Editor instead.
- Never touch `Library/`, `Temp/` or `Logs/`.
- Expose inspector fields as `[SerializeField] private`, not public fields.
- Cache component references in `Awake`; never call `GetComponent`, `GameObject.Find` or `FindFirstObjectByType` (formerly `FindObjectOfType`) inside `Update`.
- Movement and physics in `FixedUpdate` with `Rigidbody`; frame-rate-dependent logic multiplies by `Time.deltaTime`.
- Avoid allocations in per-frame code (no LINQ, string concatenation or `new` in `Update`). Pool frequently spawned objects.
- Use ScriptableObjects for shared config and data.
- Use the Input System package if the project has it installed.

## Reference docs

- [Unity Manual](https://docs.unity3d.com/Manual/index.html)

Commands your agent should run

TaskCommand
Run tests (CLI)Unity -batchmode -projectPath . -runTests -testPlatform EditMode -testResults results.xml

What the rules cover

Unity (C#)

Unity game project scripted in C#. Scoped to Assets/**/*.cs in Cursor, Copilot and Windsurf.

  • Only edit .cs files. Never hand-edit .meta, .unity, .prefab or .asset files, and never invent GUIDs. Tell the user what to change in the Editor instead.
  • Never touch Library/, Temp/ or Logs/.
  • Expose inspector fields as [SerializeField] private, not public fields.
  • Cache component references in Awake; never call GetComponent, GameObject.Find or FindFirstObjectByType (formerly FindObjectOfType) inside Update.
  • Movement and physics in FixedUpdate with Rigidbody; frame-rate-dependent logic multiplies by Time.deltaTime.
  • Avoid allocations in per-frame code (no LINQ, string concatenation or new in Update). Pool frequently spawned objects.
  • Use ScriptableObjects for shared config and data.
  • Use the Input System package if the project has it installed.

Source docs: Unity Manual

How to install

  1. Copy AGENTS.md to your repo root. That covers Codex, Cursor, GitHub Copilot and most other agents.
  2. Using Claude Code? Add a CLAUDE.md with the single line @AGENTS.md, or use the standalone CLAUDE.md tab above.
  3. Want rules that only load for certain files in Cursor? Add the .cursor/rules/*.mdc files.
  4. Commit the files so your whole team (and every agent) shares them.

FAQ

Where do I put the AGENTS.md for Unity (C#)?

Save it as AGENTS.md in the root of your repository, next to your main config file. Codex, Cursor and GitHub Copilot pick it up automatically. For Claude Code, add a CLAUDE.md containing @AGENTS.md (or use the standalone CLAUDE.md on this page).

What is the most common mistake AI agents make with Unity (C#)?

Agents hand-edit .meta, scene and prefab files, which corrupts references, and call GetComponent every frame.

Which commands should the agent run to check its work?

For this stack: Unity -batchmode -projectPath . -runTests -testPlatform EditMode -testResults results.xml. They are listed in the generated files so the agent runs them before finishing a task.

Do these Unity (C#) rules work with Cursor and Claude Code?

Yes. This page includes the same rules as AGENTS.md, CLAUDE.md, Cursor .mdc project rules, a legacy .cursorrules file, GitHub Copilot instructions, Windsurf rules and GEMINI.md.

Can I customise these rules?

Yes. Open this stack in the generator to add or remove libraries, set your project name and package manager, switch beginner explanations on, and download everything as a zip.

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