Create Your Own Templates for New Scripts in Unity!

The Advantages of Creating Your Own Script Templates in Unity
-
Time Saving
- Automatic Structure: By using your own templates, the basic structure is automatically created every time you generate a new script. This saves you from having to manually write the same code each time.
-
Code Standards and Consistency
- Consistency in the Project: Templates help maintain a consistent structure across all your scripts. This provides a common coding pattern among team members and makes the code easier to understand.
- Standard Structures: Templates help you maintain a specific structure and standards. For example, having specific methods or comment lines in each script.
-
Quick Start
- Ready-made Methods: Custom templates predefine frequently used methods (such as
Start
andUpdate
) and fields (likepublic
andprivate
fields). This helps you start a new script faster.
- Ready-made Methods: Custom templates predefine frequently used methods (such as
-
Easy Customization
- Customized Content: Templates can be customized with project-specific methods, fields, and comment lines. This allows you to tailor templates according to the needs of your project.
- Dynamic Placeholder: Templates use placeholders like
$SCRIPTNAME$
and$NAMESPACE$
, automatically updating the script name and namespace. This reduces manual intervention and minimizes error risk.
-
Code Organization and Management
- Organization:
#region
directives help organize the code into logical sections, making it easier to manage in larger scripts. - Comment Lines: Custom templates provide space for method descriptions and notes, helping others better understand the functionality and purpose of the code.
- Organization:
-
Training and Teamwork
- Training for Beginners: Templates can help beginners learn the correct coding structure. They provide a predefined pattern and style.
- Teamwork: Templates ensure code standards and structures remain consistent among team members. This facilitates teamwork and code reviews.
-
Error Reduction
- Predefined Code: Templates can help prevent common mistakes because the basic structure and methods are predefined. This reduces typing errors and missing code.
These advantages show how useful script templates can be, especially in large projects and team settings. By creating your own templates, you can achieve a more efficient, consistent, and manageable codebase.
Script Template Example
Below is an example of a Unity C# script template that is organized with #region
directives, containing basic methods and comment lines. This template can help you quickly set up the basic structure when you create a new script.
using UnityEngine;
namespace $NAMESPACE$
{
/// <summary>
/// $SCRIPTNAME$ class description here.
/// </summary>
public class $SCRIPTNAME$ : MonoBehaviour
{
#region Fields
[Header("Public Fields")]
// Public fields or serialized fields can be placed here.
[SerializeField] private float _someValue;
[SerializeField] private GameObject _someObject;
public static $SCRIPTNAME$ _instance;
[Header("Private Fields")]
// Private fields can be placed here.
private int _counter;
#endregion
#region Unity Methods
/// <summary>
/// Ensures that there is only one instance of this class.
/// </summary>
void Awake()
{
_instance = this;
}
/// <summary>
/// Called before the first frame update.
/// </summary>
void Start()
{
// Initialization code.
}
/// <summary>
/// Called once per frame.
/// </summary>
void Update()
{
// Per-frame update code.
}
#endregion
#region Custom Methods
/// <summary>
/// Example custom method.
/// </summary>
private void ExampleMethod()
{
// Custom code here.
}
/// <summary>
/// Example method with parameters.
/// </summary>
/// <param name="param">Example parameter.</param>
private void MethodWithParameters(int param)
{
// Custom code with parameters.
}
#endregion
#region Event Handlers
/// <summary>
/// Called when a collision occurs.
/// </summary>
/// <param name="collision">The collision information.</param>
private void OnCollisionEnter(Collision collision)
{
// Handle collision.
}
#endregion
}
}
Template Descriptions
Namespace:$NAMESPACE$
: The namespace where the script will reside is automatically updated when creating the script.
Class Description:/// <summary>
and /// </summary>
: Comment lines for describing the class.
Fields:#region Fields
: Organizes the fields. Includes examples for public and private fields.[Header("Public Fields")]
and [Header("Private Fields")]
: Used to group fields in the editor.
Unity Methods:#region Unity Methods
: The basic methods called by Unity. Includes the Start
and Update
methods.
Comment lines explain the purpose of each method.
Custom Methods:#region Custom Methods
: A section for custom methods. Contains an example of a method and a method with a parameter.
Event Handlers:#region Event Handlers
: A section for event handlers. Includes an example of a collision event handler.
Template Usage
Creating a New Script:
- In Unity Editor, right-click in the Assets folder and select Create > C# Script.
- Create a
CustomScriptTemplate.cs
file to match the name of your template file.
Using the Template in Your Project:
- After creating the template, place it in the
Assets/Editor/ScriptTemplates
directory to use your own template instead of Unity's default script templates.
Creating New Scripts:
- Now, when you create a new script, this template will be used automatically, and your script will contain the structure you have defined.
This template is useful for maintaining organization in projects and speeding up the script-writing process. #region
directives help organize the code, making the structure of methods and fields clearer. Such a structure makes the code more manageable and understandable in large projects.