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niaka3dayo/agent-skills-vrc-udon543 installs

unity-vrc-udon-sharp

UdonSharp scripting skill for SDK 3.7.1-3.10.4. Use when writing, reviewing, debugging, or migrating UdonSharp C# and UdonBehaviour code. Positive triggers include UdonSharp, NetworkCallable, NetworkCalling, CallingPlayer, Udon network authorization, synced runtime state, a local public helper, public-method audit, and C# to Udon conversion. VRCTween calls, PhysBone/Contact callbacks, world VRCPhysBoneCollider runtime access, persistence, collection, web, and other component APIs trigger this skill when the request is about Udon, C#, or runtime API access. Excludes scene setup, component setup, Build Panel work, layers, optimization, and upload; route those requests to unity-vrc-world-sdk-3.

How do I install this agent skill?

npx skills add https://github.com/niaka3dayo/agent-skills-vrc-udon --skill unity-vrc-udon-sharp
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    This skill provides a comprehensive and secure set of instructions, templates, and reference materials for VRChat UdonSharp development. It proactively identifies platform constraints and provides utility scripts to prevent common developer errors. No malicious patterns or security vulnerabilities were detected.

  • Socketpass

    No alerts

  • Snykwarn

    Risk: MEDIUM · 1 issue

What does this agent skill do?

UdonSharp Skill

Why This Skill Matters

UdonSharp looks like regular Unity C# scripting — until you hit its hidden walls. Many standard C# features (List<T>, async/await, try/catch, LINQ, generics) silently fail or refuse to compile in Udon. Networking is even more treacherous: modifying a synced variable without ownership produces no error — it just does nothing. Forgetting RequestSerialization means your state changes never leave your machine. Standard single-player local testing gives zero signal about these networking bugs because there is only one player.

Every rule in this skill exists because UdonSharp's default behavior is to fail silently. Read the Rules before generating any code.

Before Writing Network Code

Four architectural decisions that must be made before choosing sync modes or writing any synced variable. Changing them mid-implementation typically requires a full rewrite:

  • Who owns this state? One owner writes; all others read. If two players can both write (e.g., a shared toggle), you need an ownership transfer protocol — writes without ownership are silently discarded.
  • When does ownership transfer? On grab? Interact? Game event? OnPlayerLeft? Networking.SetOwner is locally immediate on the calling client — Networking.IsOwner(gameObject) is true synchronously after the call, and writing [UdonSynced] fields plus RequestSerialization() immediately afterwards is safe under an IsOwner guard. Concurrent SetOwner calls from multiple clients are resolved by network arrival order — there is no client-side arbitration, so accept that the loser's write is overwritten.
  • What do late joiners see? State set only by one-time events (SendCustomNetworkEvent) is invisible to late joiners. Late-joiner-visible state must live in [UdonSynced] variables, which are delivered automatically via OnDeserialization; no manual RequestSerialization() on join is needed.
  • What if the owner leaves mid-session? VRChat automatically transfers ownership to a remaining player (selection rule is not publicly documented), and OnOwnershipTransferred fires on all clients. Synced variables are preserved, so state is not frozen; decide upfront whether to keep the current value, reset to a known default, or re-apply/re-broadcast derived state in OnOwnershipTransferred.

Context Preservation

For complex synced systems, ownership-sensitive refactors, or work resumed after compaction/handoff, consider loading references/context-preservation.md. It provides a lightweight task-context note for source of truth, transport, sync mode, storage, ownership, late-joiner behavior, and validation rationale. This is optional guidance for complex work, not a step for small mechanical edits. Keep private data and raw transcripts out of any note.

For VRChat SDK Build Panel validation alerts, red/yellow/white warnings, or Auto Fix side effects that involve world scene setup rather than UdonSharp compiler constraints, use unity-vrc-world-sdk-3 and read references/build-validation.md.

Core Principles

  1. Constraints First — Assume standard C# features are blocked until verified. Check udonsharp-constraints.md before using any API.
  2. Ownership Before Mutation — Only the owner of an object can modify its synced variables. Always SetOwner → modify → RequestSerialization.
  3. Late Joiner Correctness — State must be correct for players who join after events have occurred. Design for re-serialization, not just live updates.
  4. Sync Minimization — Every synced variable costs bandwidth (see data budget in udonsharp-sync-selection.md). Derive what you can locally; sync only the source of truth.
  5. Event-Driven, Not Polling — Use OnDeserialization, [FieldChangeCallback], and SendCustomEvent instead of checking state in Update() for state-change reactions; for hot-path or periodic work, see Event Dispatch & Cross-Behaviour Call Cost Tiers.

Common Mistakes (NEVER List)

These constraints cause either compile-time failures or silent runtime failures. Check this list before writing any UdonSharp code.

#NEVER do thisWhy it fails silentlyUse instead
1Use List<T>, Dictionary<T,K>, or any generic collectionCompile error — blocked by Udon compilerT[] arrays, DataList, DataDictionary (DataDictionary.EnsureCapacity / custom capacities require SDK 3.10.4+)
2Use async/await, System.Threading, or coroutinesUdon is single-threaded; these features do not existSendCustomEventDelayedSeconds()
3Modify [UdonSynced] fields without owning the objectChange appears local but is silently reverted on next deserializationNetworking.SetOwner() before modify, then RequestSerialization()
4Forget RequestSerialization() after modifying synced fields (Manual sync)State changes never leave the local client — no error, no warningAlways call RequestSerialization() after modifying [UdonSynced] fields
5Use try/catch/finally/throwCompile error — exception handling is blockedDefensive null checks + early return
6Access Networking.LocalPlayer in field initializersField initializers run at compile time — LocalPlayer is nullInitialize in Start() or use lazy-init guard
7Use static fields for per-instance stateStatic fields are shared across all instances on the same client and are not syncedInstance fields with [UdonSynced] if sync is needed
8Call RequestSerialization() every frame in Manual syncFloods the ~11 KB/s network budget, causing congestion for the entire worldThrottle to 1-10 Hz with change detection; check Networking.IsClogged
9Use LINQ (.Where, .Select, etc.) or lambda expressionsCompile error — not supported by Udon compilerManual for loops with named methods
10Use Button.onClick.AddListener()Not available in Udon — no runtime delegate supportConfigure SendCustomEvent via Inspector OnClick
11Mix Continuous and Manual sync concerns on one behaviourWastes bandwidth (discrete values in Continuous) or loses control (redundant RequestSerialization in Continuous)Separate behaviours: Continuous for position/rotation, Manual for discrete state
12Write to [UdonSynced] fields without an IsOwner guardNon-owner writes are purely local and silently reverted on the next deserialization from the actual ownerNetworking.SetOwner first if needed (locally immediate), then write under IsOwner and call RequestSerialization()
13Use [NetworkCallable] on SDK < 3.8.1Compile error — the attribute and parameterized network-event API are unavailableUpgrade to SDK 3.8.1+; otherwise use synced variables and react in OnDeserialization/FieldChangeCallback instead of pairing them with a network event
14Use PhysBones/Contacts API (OnPhysBoneGrabbed, OnContactEnter, etc.) on SDK < 3.10.0Compiles but silently ignored at runtime — world-side Dynamics did not exist pre-3.10.0, so callbacks never fireVerify SDK >= 3.10.0; Dynamics for Worlds was added in 3.10.0
15Use PlayerData persistence API on SDK < 3.7.4Compile error — missing symbol; PlayerData, PlayerObject, and OnPlayerRestored were added in 3.7.4 and are not in the Udon whitelist before thenVerify SDK >= 3.7.4; persistence was added in 3.7.4
16Put a Unity .asmdef around UdonSharpBehaviour without matching U# Assembly DefinitionUnity compiles the C# assembly, but UdonSharp reports the script does not belong to a U# assemblyFor simple world scripts, avoid asmdef; for package/asmdef workflows, create the corresponding U# Assembly Definition and set Source Assembly to the Unity .asmdef (see references/assembly-definitions.md)
17Create a .cs script without a corresponding .asset fileScript is not recognized as UdonBehaviour — "The associated script cannot be loaded", no Udon compilationEvery time a .cs is created: verify Assets/Editor/UdonSharpProgramAssetAutoGenerator.cs exists, install from references/editor-scripting.md if missing, notify the user (see Rule 8 in rules/udonsharp-constraints.md)
18Call Debug.Log() inside Update(), PostLateUpdate(), or any per-frame eventVRChat's client-side log rate limiter silently drops excess entries; the implicit string allocation every frame causes sustained GC pressure that tanks framerate. ClientSim and Unity Editor hide both symptomsGuard with if (debugMode && Time.frameCount % 60 == 0), or move all logging to event-driven callbacks
19Use [UdonSynced] on a GameObject, Transform, UdonBehaviour, or any component referenceOnly primitives, value types (Vector3, Quaternion, Color, etc.), string, VRCUrl, and simple arrays of these are syncable. Component references either fail at compile time or are silently never serialized depending on SDK versionSync a player ID (int) or scene object index (int) and resolve the actual reference locally on each client

Sync Mode Quick Decision

Changing every frame (position, rotation)?    -> Continuous sync
Changing on user action (toggle, score)?      -> Manual sync + RequestSerialization()
No sync needed (local UI, effects)?           -> NoVariableSync
Need reliable one-shot calls with params?     -> [NetworkCallable] (SDK 3.8.1+)
Temporary effect for all players, no state?   -> SendCustomNetworkEvent (no synced vars)

For detailed decision trees, data budget, and minimization principles, see rules/udonsharp-sync-selection.md.

SDKs before 3.8.1 do not define the NetworkCallable attribute or parameterized network-event API, so code that uses them normally fails to compile.

A [NetworkCallable] method must return void.

Sync Debugging Quick Decision

When sync "looks correct locally but doesn't work for others":

Remote players don't see my state change?
  ├── Did I call RequestSerialization() after writing? (Manual sync) → Add it
  ├── Does the local player own the object?                          → Networking.SetOwner() first
  └── Using Continuous sync for button/toggle state?                → Switch to Manual + RequestSerialization()

RequestSerialization() called but still not syncing?
  ├── Is Networking.IsClogged == true?           → Throttle; retry after delay
  └── Non-owner writing the field?               → Acquire ownership first — a non-owner RequestSerialization() is a silent no-op (see NEVER #12)

Late joiners don't see current state?
  ├── State set only on event (e.g., player trigger)?  → Verify the state lives in a [UdonSynced] field — synced values are delivered to late joiners automatically; SendCustomNetworkEvent calls before join are never replayed
  └── Using SendCustomNetworkEvent for persistent state? → Use [UdonSynced] variables instead

OnOwnershipTransferred not firing on a remote client?
  └── On the caller, the callback fires synchronously inside SetOwner — confirm the calling client called Networking.SetOwner(LocalPlayer, gameObject), and that remote clients resolve the same gameObject reference (scene path or prefab GUID)

Reference Loading Guide

Load only what you need. Over-loading wastes tokens; under-loading causes critical mistakes.

TaskMANDATORY READOptionalDo NOT Load
Writing networking/sync codenetworking.md, networking-antipatterns.mdnetworking-bandwidth.md, sync-examples.mddynamics.md, web-loading.md, image-loading-vram.md
Building UI/menuspatterns-ui.md, events.mdpatterns-core.md, api.mdnetworking-bandwidth.md, dynamics.md, web-loading.md
Implementing persistence (save/load)persistence.mdpatterns-networking.md, events.mddynamics.md, web-loading.md, image-loading-vram.md
Downloading strings/images from webweb-loading.mdweb-loading-advanced.md, image-loading-vram.mddynamics.md, persistence.md, networking-bandwidth.md
Using VRCTween, cancelable delayed calls, or tween cleanupvrctween.mdpatterns-utilities.md, api.mddynamics.md, web-loading.md, persistence.md
Using PhysBones/Contacts/Constraints, Box Contacts, Global Avatar PhysBone Colliders, or world VRCPhysBoneCollider Udon accessdynamics.md, events.mdpatterns-networking.md, api.mdweb-loading.md, image-loading-vram.md, persistence.md
Tuning DataList/DataDictionary capacity or using DataDictionary.EnsureCapacityapi.mdconstraints.md, patterns-utilities.md, web-loading.mddynamics.md, persistence.md, networking-bandwidth.md
Optimizing performance (Update loops)patterns-performance.mdpatterns-utilities.md, api.mddynamics.md, web-loading.md, persistence.md
Building a video playerpatterns-video.mdevents.md, web-loading.mddynamics.md, persistence.md, image-loading-vram.md
Debugging/troubleshootingtroubleshooting.mdconstraints.md, networking.md, testing.mdpatterns-*.md, dynamics.md, web-loading.md
Debugging ownership / sync conflictsnetworking.md, troubleshooting.mdnetworking-antipatterns.mddynamics.md, web-loading.md
Migrating between SDK versions / fixing post-upgrade breakagesdk-migration.mdtroubleshooting.md, networking.md, dynamics.mdweb-loading.md, image-loading-vram.md
Resuming complex work after compaction / handoff / ownership-sensitive multi-file refactorCurrent task's primary referencescontext-preservation.mdUnrelated domain references
Writing new UdonSharp scripts (not sure if sync needed)constraints.mdnetworking.mddynamics.md, web-loading.md, image-loading-vram.md
Setting up new script files (.cs/.asset wiring, program asset generation)editor-scripting.mdtroubleshooting.mdnetworking.md, dynamics.md
VPM/package/asmdef workflows, U# Assembly Definition wiring, Auto Referenced decisionsassembly-definitions.mdeditor-scripting.md, troubleshooting.mdnetworking.md, dynamics.md, web-loading.md
Building editor setup tools / placement UX (custom inspectors, scene wiring helpers, IEditorOnly)editor-scripting.mdconstraints.md, assembly-definitions.mdnetworking.md, dynamics.md, web-loading.md

Pattern Selection Guide

Six pattern files cover different domains. Use this quick routing to pick the right one:

Building a UI, menu, or HUD?           -> patterns-ui.md
VR finger/touch interaction on Canvas? -> patterns-ui.md
Modular app with multiple screens?     -> patterns-ui.md
Syncing state across players?           -> patterns-networking.md
Multiple identical rooms from one model? -> patterns-networking.md (distant-room)
Optimizing Update() or heavy loops?     -> patterns-performance.md
Heavy rebuild, replay, or reset/cancel?  -> patterns-performance.md
Playing or streaming video?             -> patterns-video.md
Need array helpers, event bus, or       -> patterns-utilities.md
  pseudo-delegates?
Basic interactions, timers, audio,      -> patterns-core.md
  pickups, or teleportation?
Station + trigger zone detection?       -> troubleshooting.md

Multiple concerns? Load the primary pattern file plus its dependencies. For example, a synced video player needs both patterns-video.md and patterns-networking.md.

Template Selection Guide

17 templates cover common starting points. Pick the closest match and adapt:

Starting PointTemplateKey Feature
Interaction & Objects
Interactive object (click/use)BasicInteraction.csCooldown, toggle, audio feedback
Synced toggle / shared objectSyncedObject.csOwnership guard, FieldChangeCallback, late-joiner init
Per-player movement settingsPlayerSettings.csWalk/run/jump speed via trigger zone
Contact-based collision detectionContactReceiver.csOnContactEnter/Exit, avatar vs world, debounce (SDK 3.10.0+)
State & Game Logic
State machine / game flowStateMachine.csTimed transitions, synced state, late-joiner safety
Game with undo/historyUndoableGameManager.csbyte[] history, NetworkCallable _OwnerProcessMove/_OwnerUndo/_OwnerReset
Object pool (player slots)MasterManagedPlayerPool.csFIFO ring buffer, master-managed, OnPlayerJoined/Left
Persistence & Data
Save/load player dataDataPersistence.csPlayerData API, OnPlayerRestored, auto-save (SDK 3.7.4+)
Networking Patterns
Rate-limited sync (slider drag)RateLimitedSync.cs0.15s cooldown, last-write-wins
Batched sync (rapid events)BatchedSync.csIdempotent schedule, 0.2s delay, single packet
Congestion-aware retryCloggedRetrySync.csIsClogged check, linear back-off, MaxRetries
Dual local+synced copyDualCopySync.csLocal working copy + synced transport, dirty flag
Pack multiple values into one fieldPackedStateSync.cs3 ints in one Vector3, reduced sync overhead
Utilities
Array helpers (List<T> alternative)ArrayUtils.csAdd, Remove, Contains, FindIndex, Shuffle for arrays
Event bus (pub/sub)EventBus.csSubscriber list (max 32), RegisterListener/RaiseEvent
Custom editor inspectorCustomInspector.csUdonSharpGUI, Undo, proxy sync
Auto-generate .asset for new scriptsUdonSharpProgramAssetAutoGenerator.csAssetPostprocessor, domain-reload-only, auto-compile

Multiple needs? Start with the template closest to your primary concern, then pull patterns from others. For example, a synced game with undo needs UndoableGameManager.cs as the base plus patterns from RateLimitedSync.cs for throttling.

Rules (Constraints & Networking)

Compile constraints and networking rules are defined in always-loaded Rules:

Rule FileContents
rules/udonsharp-constraints.mdBlocked features, code generation rules, attributes, syncable types
rules/udonsharp-networking.mdOwnership, sync modes, RequestSerialization, NetworkCallable, network-event sender authorization
rules/udonsharp-sync-selection.mdSync pattern selection, data budget, minimization principles

After installation, place these in the agent's rules directory for automatic loading.

SDK Versions

SDK VersionKey Features
3.7.1Added StringBuilder, RegularExpressions, System.Random
3.7.4Added Persistence API (PlayerData/PlayerObject)
3.7.6Multi-platform Build & Publish (PC + Android simultaneously)
3.8.0PhysBone dependency sorting, Drone API (VRCDroneInteractable)
3.8.1[NetworkCallable] attribute, parameterized network events, NetworkCalling.CallingPlayer/.InNetworkCall, NetworkEventTarget.Others/.Self
3.9.0Camera Dolly API, Auto Hold pickup simplification
3.10.0VRChat Dynamics for Worlds (PhysBones, Contacts, VRC Constraints)
3.10.1Bug fixes and stability improvements
3.10.2EventTiming extensions, PhysBones fixes, shader time globals
3.10.3VRCPlayerApi.isVRCPlus, VRCRaycast (avatar), Mirror render-order fix
3.10.4VRCTween, Box-shaped Contacts, Global Avatar PhysBone Colliders, world VRCPhysBoneCollider Udon access, DataList/DataDictionary custom capacity, DataDictionary.EnsureCapacity

Use the current supported SDK for publishing. Check the matching release notes before relying on a version-specific API or migration step.

Official Resources

ResourceURLContents
VRChat Creatorscreators.vrchat.com/worlds/udon/Official Udon / SDK documentation
UdonSharp Docsudonsharp.docs.vrchat.comUdonSharp API reference
VRChat Forumsask.vrchat.comQ&A, solutions
VRChat Cannyfeedback.vrchat.comBug reports, known issues
GitHubgithub.com/vrchat-communitySamples and libraries

References

FileContentsSearch Hints
constraints.mdC# feature availability in UdonSharp; blocked features; syncable types; attributes; DataList vs array decision guidance; DataList/DataDictionary capacity APIs; advanced workarounds (object array pseudo-struct); synced VRCUrl listsList, async, try/catch, LINQ, generics, DataList, DataDictionary, DataList capacity, DataDictionary capacity, EnsureCapacity, DataList vs array, when to use DataList, VRCUrl array, VRCUrl sync, pseudo-struct, object array cast, multi-field state container
networking.mdOwnership model, sync modes, RequestSerialization, NetworkCallable, network-event sender authorization, data limitsUdonSynced, SetOwner, BehaviourSyncMode, FieldChangeCallback, OnDeserialization, NetworkCalling, CallingPlayer, InNetworkCall, legacy event, underscore, authorization, master leave, ownership cascade
networking-bandwidth.mdBandwidth throttling, bit packing, synced data size examples, debugging, owner-centric architectureIsClogged, bandwidth, throttle, bit packing, data budget, IsMaster
networking-antipatterns.md6 anti-patterns to avoid; 5 advanced sync patterns with template linksanti-pattern, race condition, ownership fight, late-joiner, PackedStateSync, BatchedSync
persistence.mdStorage layer decision tree (local/synced/PlayerData/PlayerObject); PlayerData/PlayerObject API (SDK 3.7.4+); per-player save data; storage usage query API (SDK 3.10.0+)storage layer, decision tree, local variable, PlayerData, PlayerObject, OnPlayerRestored, SetInt, TryGetInt, GetPlayerDataStorageUsage, GetPlayerDataStorageLimit, GetPlayerObjectStorageUsage, GetPlayerObjectStorageLimit, RequestStorageUsageUpdate, OnPersistenceUsageUpdated, storage quota, storage usage, which storage, when to use PlayerData
dynamics.mdPhysBones, Contacts, VRC Constraints (SDK 3.10.0+); VRCTween, Box-shaped Contacts, Global Avatar PhysBone Colliders, world VRCPhysBoneCollider Udon access (SDK 3.10.4+)PhysBone, ContactReceiver, ContactSender, Box Contact, Global Avatar PhysBone Collider, VRCPhysBoneCollider, VRCTween, VRCConstraint, OnContactEnter
patterns-core.mdInitialization, interaction, player detection, timer, audio, pickup, animation, UI, teleportation, lazy init guard, remote playersInteract, OnEnable, Initialize, AudioSource, VRCPickup, Animator, UI, TeleportTo, remote players, _GetRemotePlayers, exclude local player, FindAll alternative
patterns-networking.mdObject pooling, NetworkCallable sender-validation patterns, persistence integration, dynamics interactions, synced game state, distant-room pseudo-multi-room (state/presentation split, self-owned or master-coordinated session arbitration), delayed event debounce, string join for array syncpool, MasterManagedPlayerPool, NetworkCallable, CallingPlayer, InNetworkCall, sender authorization, DamageReceiver, game state, distant room, pseudo multi-room, room assignment, roomIndex, LocalRoomPresenter, RoomAssignment, NoVariableSync, TeleportTo per-client, debounce, state machine, string join, array sync, paragraph separator, U+2029
patterns-performance.mdPartial class pattern, update handler, PostLateUpdate, spatial query, platform optimization, frame budget Stopwatch, heavy processing architecture (rebuild, replay, reset/cancel), rate limit resolver, GameObject lookup cost tiersUpdate, PostLateUpdate, Bounds, AnimatorHash, performance, mobile, PC, Stopwatch, frame budget, SendCustomEventDelayedFrames, heavy processing, rebuild, replay, reset, cancel, operation log, authoritative data, derived state, cursor rebuild, rate limit, URL scheduler, video load queue, GameObject.Find, Find cost, lookup cost tier, SerializeField vs Find, silent failure on rename, SendCustomEvent cost, cross-behaviour call, EventBus hot path, delayed loop spike, public method lookup, event dispatch tier
patterns-utilities.mdArray helpers (List alternatives), event bus, GameObject relay communication, pseudo-struct double-cast, abstract class callback, cancellable delayed event, re-entrance guard, UdonEvent pseudo-delegateArrayUtils, EventBus, relay, subscriber, FindIndex, ShuffleArray, object array, pseudo struct, double cast, abstract class, callback, interface alternative, cancellable timer, re-entrance, emitting guard, UdonEvent, pseudo delegate
patterns-ui.mdUI/Canvas patterns: immobilize guard, avatar-scale-aware UI, FOV-responsive positioning, platform-adaptive layout, dynamic player list, scroll input abstraction, lookup-table localization, toggle-animator bridge, settings persistence via PlayerObject, listener-based menu events, finger touch interaction, modular app architectureCanvas, UI, menu, Immobilize, avatar scale, FOV, platform, Quest, VR, desktop, player list, scroll, localization, language, Toggle, Animator, PlayerObject, settings, persistence, listener, broadcast, finger touch, fingertip, haptic, FingerPointer, FingerTouchCanvas, touch canvas, app architecture, AppModule, AppManager, plugin lifecycle, CanvasGroup transition
patterns-video.mdVideo player state machine, server-time playback sync, late joiner sync, AVPro Blit buffering, error retry with fallback, synced playlist/queue, platform URL selectionvideo player, AVPro, VRCUnityVideoPlayer, BaseVRCVideoPlayer, playback sync, server time, GetServerTimeInMilliseconds, late joiner, VRCGraphics.Blit, OnVideoReady, OnVideoError, retry, fallback, playlist, queue, shuffle, repeat, Quest URL
web-loading.mdString/Image downloading, VRCJson, Trusted URLsVRCStringDownloader, VRCImageDownloader, VRCJson, DataDictionary, VRCUrl
image-loading-vram.mdAdvanced VRAM management for image loading: Destroy vs Dispose, double-buffer fade, stock mode, mipmap biasVRAM, texture memory, memory leak, Destroy, Dispose, double buffer, fade, mipmap, TextureInfo
web-loading-advanced.mdAdvanced data loading: Base64 texture embedding via StringDownloader, cross-platform compression, URL double-key indexing, LRU decode cacheBase64, LoadRawTextureData, StringDownloader texture, DXT1, ETC_RGB4, UNITY_ANDROID, LRU cache, packed resources, binary format
api.mdVRCPlayerApi, Networking, NetworkCalling sender context, enums reference, VRCObjectPool methods + Interact-driven ownership patternsGetPlayers, playerId, isMaster, isLocal, GetPosition, SetVelocity, NetworkCalling, CallingPlayer, InNetworkCall, Drone, VRCDroneApi, VRCObjectPool, TryToSpawn, Return, Shuffle, pool owner, Interact pool, pool forwarded spawn, pool ownership transfer
events.mdAll Udon events (including OnPlayerRestored, OnContactEnter)OnPlayerJoined, OnPlayerLeft, OnPlayerTriggerEnter, OnOwnershipTransferred, OnControllerColliderHitPlayer, CharacterController, OnMasterTransferred, OnAvatarChanged, OnSpawn, VRC Economy, OnPurchaseConfirmed, OnAsyncGpuReadbackComplete
editor-scripting.mdEditor scripting, proxy system, custom inspectors, editor-only setup components (IEditorOnly), build pipeline callbacks, and UdonSharpProgramAsset auto-generationUdonSharpEditor, UdonSharpBehaviourProxy, SerializedObject, UdonSharpProgramAsset, auto-generate, AssetPostprocessor, .asset missing, IEditorOnly, EditorOnly tag, setup helper, setup component, build exclusion, custom inspector, ContextMenu, IVRCSDKBuildRequestedCallback, OnBuildRequested, build callback, IPreprocessCallbackBehaviour, OnPreprocess
assembly-definitions.mdUdonSharp assembly definitions, Unity .asmdef vs U# Assembly Definition, VPM package workflows, Runtime/Editor separation, and Auto Referenced tradeoffsasmdef, Assembly Definition, U# Assembly Definition, Source Assembly, VPM package, Auto Referenced, Runtime, Editor, package layout, prefab-first, code-integration API
sync-examples.mdSync pattern examples (Local/Events/SyncedVars)Continuous, Manual, NoVariableSync, sync example
troubleshooting.mdCommon errors and solutionsNullReference, compile error, sync not working, FieldChangeCallback, VRCStation, seated player, trigger zone, OnPlayerTriggerEnter not firing, station collider, position polling, OnStationEntered
sdk-migration.mdSDK migration guide (3.7 to 3.10), version-by-version changes and checklistsmigration, deprecated, upgrade, 3.7, 3.8, 3.9, 3.10
testing.mdTesting and debugging guide: ClientSim editor testing, Build and Test (single and multi-client), Debug.Log patterns, pre-release cleanup, testing checklistClientSim, Build and Test, multi-client, late joiner test, debug, Debug.Log, ownership test, sync test, testing checklist
context-preservation.mdContext-preservation guide: recording task-specific design intent (source of truth, sync strategy, ownership, late-joiner behavior, validation) across context compaction/handoff; minimal task-context note; privacy guidance; resume checklistcontext preservation, design intent, compaction, handoff, resume, task context note, why this design, ownership rationale, design-context loss

Templates (assets/templates/)

TemplatePurpose
BasicInteraction.csInteractive object with Interact() handler
SyncedObject.csNetwork-synced object (Manual sync, ownership guard, late-joiner init flag)
PlayerSettings.csPer-player movement settings (walk/run/jump speed)
StateMachine.csState machine with synced state and transitions
DataPersistence.csPlayerData save/load with OnPlayerRestored (SDK 3.7.4+)
ContactReceiver.csContact receiver for world-side collision detection (SDK 3.10.0+)
CustomInspector.csCustom editor inspector with UdonSharpEditor
MasterManagedPlayerPool.csMaster-managed player object pool for non-security session arbitration; FIFO ring buffer; OnPlayerJoined/Left; _VerifyAssignments after master handoff
EventBus.csSubscriber list event bus (max 32 listeners); RegisterListener/UnregisterListener/RaiseEvent; in-place compaction
ArrayUtils.csList<T> alternatives: Add, Contains, AddUnique, Remove, RemoveAt, Insert for GameObject[]; FindIndex/ShuffleArray for int[]
UndoableGameManager.csHistory/undo sync with byte[] state history; NetworkCallable _OwnerProcessMove/_OwnerUndo/_OwnerReset
PackedStateSync.csPack 3 ints into one Vector3 UdonSynced field; OnPreSerialization/OnDeserialization
RateLimitedSync.cs0.15s sync cooldown with _syncLocked/_changeCounter; _OnSyncUnlock callback
DualCopySync.csLocal + synced copy with _dirty flag; strict OnPreSerialization/OnDeserialization separation
BatchedSync.csIdempotent ScheduleBatchedSync with 0.2s BatchDelay; _FlushBatch delayed callback
CloggedRetrySync.csNetworking.IsClogged check; linear back-off (RetryDelay * retryCount); MaxRetries=5
UdonSharpProgramAssetAutoGenerator.csAssetPostprocessor that auto-creates UdonSharpProgramAsset for new scripts

Hooks

HookPlatformPurpose
validate-udonsharp.ps1Windows (PowerShell)PostToolUse constraint validation
validate-udonsharp.shLinux/macOS (Bash)PostToolUse constraint validation

The Bash validator requires jq. If it is unavailable, the hook passes its input through unchanged and emits VALIDATOR-WARNING: validation skipped (JQ_UNAVAILABLE) instead of silently reporting successful validation.

Quick Reference

  • CHEATSHEET.md - One-page quick reference

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

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