Unity and C# standards for allocation-free per-frame code, object pooling, Addressables load and release pairing, cached component lookups, script execution order, ScriptableObject architecture, and the Unity Test Framework. Use when you say "why does my game stutter every few seconds", "pool these bullets", "load this asset with Addressables", "cache this GetComponent call", or "write an edit mode test for this". Not for engine-agnostic C# and SOLID rules, use `coding-standards`.