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Repair Windows errors before they cause bigger problemsFix Now →Scan for outdated or missing drivers - takes under a minuteDriver Scan →In Unity 6.0, create C# scripts from the Editor’s Project window: select a folder, then choose Create (+) > Scripting or Assets > Create > Scripting. Unity saves the new file in that folder. Open and edit it with a text editor configured for Unity; the script is a file, not a code panel inside a scene.
How to create a C# script in Unity
- In the Project window, select the folder where you want the script saved.
- Choose Create (+) > Scripting in the Project window toolbar, or use Assets > Create > Scripting.
- Give the new script a name, then open the file to write or edit its C# code in your configured text editor.
Unity’s Unity 6.0 manual describes scripts as a way to customize and extend an application with C# code. The Project window is where you create and organize the script file; the editor you use to edit that file is a separate choice.
Choose the right kind of script
The key distinction is what the code represents: behavior attached to a scene object, or data stored as a project asset.
| Type | Use it for | Where it belongs |
|---|---|---|
| MonoBehaviour | Custom behavior that should be added to and run as a GameObject component. | Attach an instance to a GameObject in a scene or prefab. |
| ScriptableObject | Data you want to store independently as an asset in the Project. | Saved as a Project asset; it cannot be attached to a GameObject. |
Use MonoBehaviour for GameObject behavior
A MonoBehaviour script defines a component you can add to a GameObject. Unity calls lifecycle methods such as Start just before the first Update call, and calls Update each frame while the behaviour is enabled. See Unity’s Unity 6.0 MonoBehaviour API for the lifecycle details.
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Use ScriptableObject for project data
A ScriptableObject is a data container saved as a Project asset, rather than a component on a GameObject. Unity’s Unity 6.1 manual notes that this approach can reduce duplicated data in some prefab workflows. Data changes made in the Editor can be saved to the asset; a deployed build uses saved assets rather than serving as a way to save new runtime data back into the project asset.
Where do you edit the code?
Open the script file with a text editor configured in Unity. The current Unity 6.0 script-creation page establishes how to create scripts, but it does not establish a current default editor or provide version-specific setup instructions for external editors. For setup, use Unity’s current Editor preferences and documentation for your installed version rather than relying on older editor recommendations.
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What if you only need a regular C# class?
Unity 6.0 also supports empty C# classes for code that is not itself a Unity-specific component or data asset. Use that structure when the code should not be attached to a GameObject and does not need to be stored as a ScriptableObject asset.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Learning Unity scripting
Books are one optional way to learn Unity programming; the Unity 2023.2 manual lists books among its learning resources. A book is not required to create or edit scripts in the Editor.
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