According to AlphaMoat, as of 2026-09, Unity has 3,823 downloads and 5 stars — ranked #2,751 of 5,078 AI skills overall, and #359 of 577 in Development.
| Platform | Installs | Downloads | Stars | Comments |
|---|---|---|---|---|
| ClawHub ↗ | 90 | 3.0K | 3 | - |
| SkillHub ↗ | 368 | 3.8K | 5 | — |
Platforms count differently and update at different times.
The notes cover component-reference caching, initialization order, physics-update timing, destroyed-object null behavior, coroutines, pooling, serialization and ScriptableObjects. Use them as a review checklist against the actual project and Unity behavior, rather than as evidence that code has been tested or optimized.
Profile published 2026-10-27
Generated from the skill’s documentation as examples; not results of actual runs.
The counting method changed in 2026-09: skills with the same name are now counted separately by author, and the full catalog is covered. Dashed lines show months before the change; they are not compared with later months, and no growth is computed across the change.
| Month | Downloads | MoM | Stars |
|---|---|---|---|
| 2026-09 | 3.8K | — | 5 |
| 2026-08 | 3.0K | +10.5% | 4 |
| 2026-07 | 2.7K | +12.5% | 4 |
| 2026-06 | 2.4K | +7.1% | 3 |
| 2026-05 | 2.3K | — | 3 |
| 2026-03 | 1.7K | — | 3 |
The author’s original file, shown as plain text without edits or review by AlphaMoat. Links are not clickable; check commands before running them. Fetched 2026-10-23.
---
name: Unity
description: Avoid common Unity mistakes — lifecycle ordering, GetComponent caching, physics timing, and Unity's fake null.
metadata: {"clawdbot":{"emoji":"🎮","os":["linux","darwin","win32"]}}
---
## Lifecycle Order
- `Awake` before `Start` — use Awake for self-init, Start for cross-references
- `OnEnable` called before `Start` — but after `Awake`
- Order between scripts not guaranteed — use Script Execution Order if needed- `Awake` called even if disabled — `Start` only when enabled
## GetComponent Performance
- `GetComponent` every frame is slow — cache in `Awake` or `Start`
- `GetComponentInChildren` searches recursively — expensive on deep hierarchies
- `TryGetComponent` returns bool — avoids null check, slightly faster
- Use `RequireComponent` attribute — ensures dependency, documents requirement
## Physics Timing
- Physics in `FixedUpdate`, not `Update` — consistent regardless of framerate
- `FixedUpdate` can run 0 or multiple times per frame — don't assume 1:1
- `Rigidbody.MovePosition` in FixedUpdate — `transform.position` bypasses physics
- `Time.deltaTime` in Update, `Time.fixedDeltaTime` in FixedUpdate — or just use deltaTime
## Unity's Fake Null
- Destroyed objects aren't truly null — `== null` returns true, but object exists
- Null-conditional `?.` doesn't work properly — use `== null` or `bool` conversion
- `Destroy` doesn't happen immediately — object gone next frame
- Use `DestroyImmediate` only in editor — causes issues in builds
## Coroutines
- `StartCoroutine` needs MonoBehaviour active — disabled/destroyed stops coroutines
- `yield return null` waits one frame — `yield return new WaitForSeconds(1)` for time
- `StopCoroutine` needs same method or Coroutine reference — string overload unreliable
- Can't return values — use callbacks or set field in coroutine
## Instantiate and Pooling
- `Instantiate` is expensive — pool frequently created/destroyed objects
- `Instantiate(prefab, parent)` sets parent — avoids extra SetParent call
- `SetActive(false)` before returning to pool — not Destroy
- Pool inactive objects under a parent — keeps hierarchy clean
## Serialization
- `[SerializeField]` for private fields in inspector — prefer over public
- `public` fields auto-serialize — but exposes API you may not want
- `[HideInInspector]` hides but still serializes — `[NonSerialized]` to skip entirely
- Serialized fields keep inspector values — code defaults ignored after first serialize
## ScriptableObjects
- Data containers that live as assets — share between scenes/prefabs
- `CreateAssetMenu` attribute for easy creation — right-click → Create
- Don't modify at runtime in builds — changes not saved (except in editor)
- Great for config, item databases — reduces prefab duplication
## Common Mistakes
- `Find` methods every frame — cache references
- String comparisons for tags — use `CompareTag("Enemy")`, not `tag == "Enemy"`
- Physics queries allocate — use `NonAlloc` variants: `RaycastNonAlloc`
- UI anchors wrong — stretches unexpectedly on different resolutions
- `async/await` without context — use UniTask or careful error handling
A skill for working with GitHub through the gh CLI: pull request checks, workflow runs, and API queries.
A search skill that aggregates 16 engines and needs no API key.
Lists, configures, authorizes and calls MCP servers and tools from the command line.
Generate valid Mermaid diagrams like flowcharts, sequence diagrams, mind maps, ER diagrams, or user journeys from text or product descriptions.
Access the YouTube Data API through managed OAuth to search videos and manage channel content.
Accesses the GitHub REST API over a managed OAuth connection.
A coding workflow skill covering planning, implementation, verification, and testing.
A skill that collects essential Docker commands and container workflows.
Turns corrections and self-review into tiered memory and promotes or archives it by use.
Creates, inspects, and edits Excel files while keeping formulas, formatting, and workbook structure intact.
A working guide for Word and DOCX documents that keeps styles, numbering, and layout intact after edits.
A data-analysis skill that turns databases, spreadsheets, and raw exports into decision-ready conclusions.
A set of rules for editing PowerPoint decks so they still render cleanly afterward.
Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.