Unity SDK for Solana Development
Description
Progressive skill for Unity game development with Solana blockchain integration using Solana.Unity-SDK. ---
Installation
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exact command to give. Open the source below and copy the folder into
~/.claude/skills/, or the file into ~/.claude/agents/.
Repository README
This is the README for solanabr/solana-claude, shared by 5 entries
in this directory. It describes the repository, not this entry specifically.
Unity SDK for Solana Development
Progressive skill for Unity game development with Solana blockchain integration using Solana.Unity-SDK.
C# Coding Guidelines
Basic Principles
- KISS: Keep It Simple, Stupid
- SOLID: Especially Single Responsibility, Interface Segregation, and Dependency Inversion
- Read
.editorconfigbefore writing code
Project Structure
Assets/
├── _Game/ # Game-specific code
│ ├── Scenes/ # Scene files (.unity)
│ ├── Scripts/
│ │ ├── Runtime/ # Runtime code
│ │ │ ├── _Game.asmdef # Main assembly definition
│ │ │ ├── Core/ # Managers, state
│ │ │ ├── Blockchain/ # Solana integration
│ │ │ ├── UI/ # UI components
│ │ │ └── Gameplay/ # Game mechanics
│ │ └── Editor/ # Editor extensions
│ │ └── _Game.Editor.asmdef
│ └── Tests/
│ ├── EditMode/ # Edit Mode tests
│ │ ├── _Game.Tests.asmdef
│ │ └── TestDoubles/ # Stubs, Spies, Fakes
│ └── PlayMode/ # Play Mode tests
│ ├── _Game.PlayMode.Tests.asmdef
│ └── TestDoubles/
├── Packages/ # UPM packages
└── Plugins/ # Native plugins
Naming Conventions
| Element | Convention | Example |
|---|---|---|
| Public fields | PascalCase | MaxHealth, PlayerName |
| Private fields | _camelCase | _walletService, _isConnected |
| Static fields | s_camelCase | s_instance, s_defaultConfig |
| Booleans | Verb prefix | IsConnected, HasPendingTx, CanSign |
| Properties | PascalCase | WalletAddress, Balance |
| Methods | Verb + PascalCase | GetBalance(), ConnectWallet() |
| Events | Verb phrase | OnConnected, OpeningDoor, DoorOpened |
| Interfaces | IPascalCase | IWalletService, IRpcClient |
Serialized Properties Pattern
// Use field: target for Unity attributes on auto-properties
[field: SerializeField]
public int Health { get; private set; } = 100;
[field: SerializeField]
[field: Range(0, 100)]
[field: Tooltip("Maximum health points")]
public int MaxHealth { get; private set; } = 100;
Early Return Pattern
// Good - early return
public async Task ProcessTransaction(Transaction tx)
{
if (tx == null)
return false;
if (!IsConnected)
return false;
var result = await SendTransaction(tx);
return result.IsSuccess;
}
// Avoid - nested conditions
public async Task ProcessTransaction(Transaction tx)
{
if (tx != null)
{
if (IsConnected)
{
var result = await SendTransaction(tx);
return result.IsSuccess;
}
}
return false;
}
Events with System.Action
// Define events
public event Action OnDisconnected;
public event Action OnConnected;
public e
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**Generated:** 2026-04-11