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Skills directory/sechiro/VRCUdonSkills-for-Codex/vrc-udon-core-module

Codex Structure a Reusable VRChat UdonSharp Module

Separate runtime behavior, Editor scene builders, and project documentation in a VRChat world module.

中文

Install in Codex

Use Unity, the VRChat Worlds SDK, UdonSharp, and a local test scene.

  1. Copy the pinned `skills/vrc-udon-core-module/` directory into `.agents/skills/vrc-udon-core-module/` in the project.
  2. Read `references/core-rules.md` and `references/module-workflow.md` in Codex and map runtime and builder ownership.

Example task

Create a local exhibit button module. The Editor builder places the button and sign, while the runtime updates the sign label. Compare object counts after two builder runs.

What to check

Editor and runtime files are separate, repeated builder behavior is defined, and the label updates in the local scene.

Original SKILL.md on GitHub · Updated 2026-11-13

Frequently asked question

Must synchronization be defined before a local prototype?

Define module responsibilities for the local prototype. Add ownership and synchronization rules when the object needs shared state.

Related skills from this repository

  • Codex VRChat UdonSharp Sync Rules for Late Joiners
  • Codex Document a VRChat World's Unity and UdonSharp Setup
  • Codex VRChat UdonSharp Menu Navigation for Desktop and VR
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