As a programmer, following a coding standard is crucial to ensure code readability and understandability. While Unity and C# lack a definitive coding standard, you have the freedom to code as you prefer. In this article, we present our internal style and formatting guidelines developed over the years to create a comfortable coding environment.
Our 3 golden rules shape our style standard:
- Adhere to Unity's style as described in the Scripting Reference.
- Follow Microsoft's C# Coding Conventions for the rest.
- Implement minor tweaks to enhance code clarity.
Group similar files in root folders:
Assets
Animations Animation clips
Editor Editor-specified scripts, prefabs, etc
Fonts Fonts used in the game
Materials Texture materials
Prefabs In-game prefabs
Resources Unity resources assets
Scenes Scenes
Scripts Code scripts, organized in sub-folders
Sounds Musics, sounds
<CompanName> Company folder shared across projects
<ModuleName> Module name, e.g. DailyLogin
Scripts Scripts within the module
Prefabs Prefabs within the module
... Other assets grouped in folders
... Other modules
Textures Image textures
UI Texture used for UI
Icons App icons
We maintain a
<CompanyName>
folder containing well-structured modules that sync across projects using Git submodules. This approach allows us to reuse common code and facilitate rapid prototyping.
File naming is straightforward, always use PascalCase except for images:
- Folders use PascalCase:
FolderName
/ - Images use hyphen naming:
image-name-64x64.jpg
- The rest uses PascalCase:
ScriptName.cs
,PrefabName.prefab
,SceneName.unity
Images are often given hyphenated names because they are commonly used in both our website and press kit. Hyphenated naming is the prevailing convention for web images and is also favorable for search engine optimization. Employing consistent names allows us to save time by avoiding the need for renaming and makes it effortless to locate the same image when transitioning between Unity and the web.
Scripts follow specific naming rules to convey their purpose:
XxxPanel
,XxxSlot
,XxxButton
, etc for UI:MenuPanel
,AchievementSlot
,CoinShopButton
XxxManager
, for master scripts controlling specific workflows (only ONE instance in the scene):DailyMissionManager
,AchievementManager
XxxController
, for scripts controlling a game object (one or many in the scene):PlayerController
,BossController
,BackgroundControler
XxxDatabase
, for a database (e.g. CSV) containing data rows:WeaponDatabase
,CardDatabase
XxxData
, for data rows in a CSV database:WeaponData
,CardData
XxxItem
, for in-game item instances:CardItem
,CharacterItem
XxxGenerator
, for scripts instantiating GameObjects:ObjectGenerator
,LandGenerator
XxxSettings
, for settings scripts inherent to Unity'sScriptableObject
class:AchievementSettings
,DailyLoginSettings
XxxEditor
, for editor-only scripts inherent to Unity’s[Editor](https://docs.unity3d.com/ScriptReference/Editor.html)
class:TutorialTaskEditor
,AchievementSettingsEditor
The distinction between a
Manager
and aController
lies in the fact that a Manager should typically be implemented as a singleton or static entity, overseeing specific game logic that may involve multiple objects and assets. In contrast, aController
is responsible for governing an individual object and can have multiple instances. For instance, within a scene, there may be severalEnemyController
s, each managing a distinct enemy. We will delve deeper into this topic in an upcoming article dedicated to singletons.
The differentiation between
Data
andItem
is that anItem
represents an in-game instance, and in most cases, it encapsulates aData
component. For example,CardData
encompasses all the preset attributes of a card, whileCardItem
incorporates theCardData
and additional attributes that vary for different players, such as the card's level. We will explore this concept further in another article focused on data structures.
Variable naming uses camelCase to convey their purpose without needing to read through all the code:
- Prefix with an underscore for private and protected variables:
_itemCount
,_controller
,_titleText
- All capital letters for constants:
SHOW_SUB_MENU_LEVEL
,MAX_HP_COUNT
,BASE_DAMAGE
- All capital letters as PREFS_XXXX for PlayerPref keys:
private const string PREFS_LAST_FREE_DRAW = “LastFreeDraw”;
PlayerPrefs.GetInt(PREFS_LAST_FREE_DRAW)
- Use
xxxGO
for scene GameObject variables:optionButtonGO
,backgroundMaskGO
- Use
xxxPrefab
for scene GameObject variables:weaponSlotPrefab
,explosionPrefab
- Use
xxxTF
for Transform variables:weaponTF
,armTF
- Use
xxx<Component>
for all other components, abbreviated if necessary:eyesSpriteRenderer
/eyesSR
,runAnimation
/runAnim
,attckAnimationClip
/attackAC
,victoryAudioClip
/victoryAC
- Use xxxxs for arrays:
slotPrefabs = new Prefabs[0]
achievementIds = new int [0]
- Use xxxxList for
List
and xxxxDict forDictionary
:weaponTransformList = new List()
achievementProgressDict = new Dictionary()
- Use nounVerbed for callback event:
public static event UnityAction gameStarted
public static UnityAction characterDied
In Unity, the convention for naming private/protected variables is to use the prefix
"m_"
and for static variables,"s_"
(as indicated in their BitBucket). However, we've observed that this practice can make the code less readable. As a result, we have adopted a simplified approach by using a single underscore "_" for both private/protected and static variables to enhance code clarity.
Callback event follow Unity’s event naming convention, e.g.
[SceneManager.activeSceneChanged](https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager-activeSceneChanged.html)
.
- Functions use PascalCase, starting with a verb and followed by a noun if necessary:
Reward()
,StartGame()
,MoveToCenter()
- Callback functions for UI button clicks are named as
OnXxxClick
:OnStartClick()
,OnCancelClick()
- Callback functions use
OnNounVerbed
:OnChestOpened()
,OnBuyWeaponConfirmed()
If a function has no input, use a member property (get/set property) in PascalCase:
bool IsRewarded {get { return …} }
Or
bool IsRewarded => ...;
Member properties are used where a variable can only be set internally but accessed publicly:
public int Id { get; private set; }
public Sprite IconSprite { get; private set; }
Consistent order saves time searching for specific variables or functions. Here's the preferred order:
MyCalss : Monobehavior
{
// Constant variables
public const int CONST_1;
private const string CONST_2;
// Static variables
public static int static1;
private static string _static2;
// Editor-assigned variables
[SerializeField] public Image maskImage;
[SerializeField] private MyClass _anotherComponent;
// Other varaibles
public int primitiveVariables1;
private string _primitiveVariable2;
// Properties
public int Property1 {get; set;}
private string _roperty2 {get; set;}
// Unity functions
Awake()
OnEnable()
Start()
Update()
FixedUpdate()
// Other custom functions
Init()
...
Reset()
// Unity functions
OnDisable()
OnDestroy()
#region UNITY_EDITOR
// Eebug functions that only runs in Editor
[ContextMenu("...")]
private void DebugFunction1()
[MenuItem("Debug/...")]
private static void DebugFunction2()
#endregion
}
You can also consider grouping variables and functions within a region in larger scripts, but ensure that the script remains manageable and doesn't become overly extensive, to the point where it should be split into multiple scripts. This can help improve code organization and readability.
#region Timer
private const int RESET_SECONDS = 180;
private float _secondsLeft;
public float canResetTime => _secondsLeft < 0;
public void ResetTime()
{
_secondsLeft = RESET_SECONDS;
}
#endregion Timer
... // Other regions
We use K&R style, which is preset in Mac Visual Studio:
In Windows, you can manually configure it to match the K&R style:
For single-line conditional statements, no brackets are needed:
if (1 == 1)
DoSomethingFancy();
if (1 == 1) return true;
if (1 == 1) {
FirstThing();
LastThing();
}
Numerous developers, Unity included, have a preference for inserting newlines after an open bracket "{." While this practice can lend a sense of tidiness and symmetry to the code, it can also generate numerous unnecessary lines, leading to more frequent and longer script scrolling. Every bit of efficiency matters, as even spending an extra second on scrolling each day can add up to wasting five minutes of valuable time over the course of a year.
Single line comments should include a space after the slashes:
// Notice the space after the two slashes
Temporarily commenting out code should not include a space after the slashes, to be differentiated from the normal comment:
//noSpace.Code();
TODO
comments should include the space after the slashes and then 2 spaces after the colon following the TODO
// TODO: Notice the space after the slashes and the 2 spaces after the colon of todo
That concludes our coding guideline. It's worth noting that these guidelines may expand as you incorporate more recent .Net syntax. If you're interested in further best practices, there are additional valuable guidelines to explore. Feel free to embrace this coding style, as it promotes clean and readable code, contributing to the enhancement of the game development community. 😊