JEngine
JasonXuDeveloper/JEngine/CLAUDE.md
@.claude/rules/coding-patterns.md @.claude/rules/commit-conventions.md @.claude/rules/package-creation.md @.claude/rules/plugin-maintenance.md @.claude/rules/yooasset-extensions.md JEngine is a Unity framework for runtime hot updates in games. It enables developers to update game code and assets without requiring users to download new builds. All C# files should include the standard header: Document all public APIs with XML comments.
CLAUDE.md2.2k starsChanged 8 months ago
What's in it
- JEngine Development Guidelines
- Additional Rules
- Project Overview
- Architecture
- Package Structure
- Key Dependencies
- Coding Conventions
- Namespaces
- File Headers
- Naming Conventions
- XML Documentation
- Testing
- Code Review Checklist
# JEngine Development Guidelines ## Additional Rules @.claude/rules/coding-patterns.md @.claude/rules/commit-conventions.md @.claude/rules/package-creation.md @.claude/rules/plugin-maintenance.md @.claude/rules/yooasset-extensions.md ## Project Overview JEngine is a Unity framework for **runtime hot updates** in games. It enables developers to update game code and assets without requiring users to download new builds. - **Unity Version**: 2022.3+ - **Primary Language**: C# - **License**: MIT ## Architecture ### Package Structure ``` Packages/ ├── com.jasonxudeveloper.jengine.core/ # Main framework (Bootstrap, Encrypt, Update) ├── com.jasonxudeveloper.jengine.util/ # General utilities (JAction, JObjectPool) ├── com.jasonxudeveloper.jengine.ui/ # UI utilities (MessageBox) └── com.code-philosophy.hybridclr/ # HybridCLR integration Assets/ ├── HotUpdate/Code/ # Hot-updateable code └── Scripts/ # Non-hot-update scripts ``` ### Key Dependencies | Package | Purpose | |---------|---------| | HybridCLR | Runtime C# code execution | | YooAsset | Runtime resource management | | UniTask | Async/await support | | Nino | High-performance serialization | | Obfuz | Code obfuscation | ## Coding Conventions ### Namespaces - Core framework: `JEngine.Core.*` - UI package: `JEngine.UI` - Editor code: `JEngine.Core.Editor.*` - Hot update code: `HotUpdate.Code` ### File Headers All C# files should include the standard header: ```csharp // FileName.cs // // Author: // JasonXuDeveloper <jason@xgamedev.net> // // Copyright (c) 2025 JEngine // // [MIT License...] ``` ### Naming Conventions - **Classes/Interfaces**: PascalCase (interfaces prefixed with `I`) - **Methods/Properties**: PascalCase - **Private fields**: camelCase or `_camelCase` - **Constants/Enums**: PascalCase ### XML Documentation Document all public APIs with XML comments. ## Testing - Tests are in `Assets/Tests/` and package `Tests/` folders - Run tests via Unity Test Runner - Use `[UnityTest]` with `UniTask.ToCoroutine()` for async tests - Editor code should check `TestRunnerCallbacks.IsRunningTests` - **IMPORTANT**: Non-core packages (JEngine.UI, JEngine.Util) require unit tests for new/modified features ## Code Review Checklist - [ ] Follows namespace conventions - [ ] Has appropriate XML documentation - [ ] Uses UniTask for async (not Task) - [ ] Thread-safe where needed - [ ] Proper resource cleanup - [ ] Unit tests added for non-core package changes - [ ] Plugin skill docs updated for new/changed JEngine.Util or JEngine.UI APIs (see `.claude/rules/plugin-maintenance.md`)
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