C# XML documentation with on-demand Haiku→Expert Review→Final workflow. Flexible Korean/English language support. Use when documenting C# APIs, properties, methods, classes, and interfaces.
Scanned 2/12/2026
Install via CLI
openskills install majiayu000/claude-skill-registry---
name: csharp-xml-docs
version: 1.1.0
description: C# XML documentation with on-demand Haiku→Expert Review→Final workflow. Flexible Korean/English language support. Use when documenting C# APIs, properties, methods, classes, and interfaces.
requires:
- csharp-plugin:csharp-code-style
---
# C# XML Documentation Guide
Comprehensive XML documentation standards for Unity C# projects with flexible language choice.
## Overview
**Foundation Required**: `csharp-code-style` (mPascalCase, Async 접미사 금지, var 금지)
**Core Principle**: XML documentation samples with flexible language choice
- All XML comments (`<summary>`, `<remarks>`, etc.) can be written in Korean or English
- Provides universal reference for documentation standards
- Choose the language that best serves your team and project needs
## Quick Start
```csharp
public class ActionResult
{
// Simple property - English
/// <summary>
/// Indicates whether the action executed successfully
/// </summary>
public bool Success { get; set; }
// Simple property - Korean
/// <summary>
/// 액션 실행 성공 여부
/// </summary>
public bool Success { get; set; }
// Complex concept with remarks
/// <summary>
/// Indicates whether the action was skipped
/// </summary>
/// <remarks>
/// Set to true when skipped due to unmet conditions.
/// If true, the action was not executed regardless of Success value.
/// </remarks>
public bool Skipped { get; set; }
}
```
## Language Choice Guidelines
### Acceptable Options
1. **Pure Korean** (한글 전용)
2. **Pure English** (영문 전용)
3. **Mixed Korean + English** (혼용)
### Context-Based Recommendations
| Context | Recommended Language | Rationale |
|---------|---------------------|-----------|
| Internal team project | Korean or Team preference | Maximum clarity for team members |
| Open source / International | English or Mixed | Broader accessibility |
| Company standard exists | Follow company policy | Consistency across projects |
| Mixed team | English or Both | Accommodate all members |
| Legacy codebase | Match existing style | Maintain consistency |
### Consistency Rules
**Within a single file:**
- Consistent: All Korean OR All English OR All Mixed
- Inconsistent: Random switching between languages
**Across the project:**
- Maintain similar language strategy across similar components
- Document language choice in project README or CLAUDE.md
- Use consistent language for related interfaces and implementations
## Quick Decision Matrix
| Scenario | Summary | Remarks | Additional Tags | Example |
|----------|---------|---------|-----------------|---------|
| Simple property | Yes | No | No | `bool Success` |
| Complex concept | Yes | Yes | No | `bool Skipped` with conditions |
| Property with side effects | Yes | Optional | `<value>` | `CurrentMode` |
| Public class/struct | Yes | Yes | No | `class ActionResult` |
| Factory method | Yes | Only if special case | No | `CreateSuccess()` |
| Method with exceptions | Yes | Optional | `<exception>` per exception | `LoadVRM()` |
| Internal method | Optional | No | No | `initializeDefaults()` |
| Enum type | Yes | Optional | No | `EAnimationMode` |
| Enum values | Yes (each) | No | No | `VRMAnimation`, `AnimatorController` |
| Extension method | Yes | Optional | Document `this` param | `ActivateWithConfigAsset()` |
| Interface method | Yes (full) | Yes | All applicable | `IActionHandler.Execute()` |
| Implementation method | `<inheritdoc/>` | Implementation details only | Override if needed | `PlayerPrefsActionHandler.Execute()` |
## On-Demand Documentation Workflow
**Critical Principle**: XML documentation is **NOT auto-applied**. Only generated when explicitly requested.
### 3-Step Review Process
1. **Claude-Haiku (Draft Generation)**
- Fast, efficient initial documentation draft
- Follows established patterns from Pattern Library
- Sets foundation for review
2. **Gemini or Codex CLI (Expert Review)**
- Professional review and refinement
- Cross-validates patterns and consistency
- Improves clarity and completeness
3. **Final Approval**
- Manual confirmation of reviewed documentation
- Integration into codebase
See **[XML Documentation Workflow](references/xml-workflow.md)** for detailed process.
## Reference Documentation
### [Pattern Library](references/pattern-library.md)
Complete examples for all common scenarios:
- Simple properties and fields
- Complex concepts requiring remarks
- Classes and structs
- Methods (simple, complex, multi-step)
- Factory methods
- Enums and bit flags
- Exception documentation
- Extension methods
- Interface vs Implementation patterns
### [Formatting Guidelines](references/formatting-guidelines.md)
When to use various XML tags:
- `<br/>` vs `<list>` for structured content
- `<value>` for properties with side effects
- `<exception>` for documented exceptions
- `<para>` for multi-paragraph remarks
### [Best Practices](references/best-practices.md)
Essential principles for effective documentation:
- Keep it simple for straightforward elements
- Add context where needed
- Be consistent with language choice
- Avoid redundancy
- Document special cases
### [XML Documentation Workflow](references/xml-workflow.md)
3-step documentation process using Claude-Haiku, Gemini/Codex review, and final approval
## Critical Pattern: Interface vs Implementation
**Interface: Full Documentation**
```csharp
/// <summary>
/// Interface dedicated to VTuber Animation control (ISP compliance)
/// </summary>
/// <remarks>
/// Interface for clients that only control animation playback.<br/>
/// State Query and Observable features are separated into distinct interfaces.
/// </remarks>
public interface IVTuberAnimationController
{
/// <summary>
/// Plays animation asynchronously
/// </summary>
/// <param name="animationPath">Animation path</param>
/// <param name="wrapMode">Playback mode (Loop/Once/PingPong)</param>
/// <returns>
/// true: Playback start succeeded<br/>
/// false: Playback start failed
/// </returns>
/// <remarks>
/// <strong>Preconditions:</strong><br/>
/// - Context must be ready (IsReady = true)<br/>
/// - animationPath must not be null
/// </remarks>
UniTask<bool> PlayAnimation(string animationPath, WrapMode wrapMode);
}
```
**Implementation: Use `<inheritdoc/>` + Implementation Details**
```csharp
public partial class VRMController : IVTuberAnimationController
{
private IAnimationSystem mCurrentSystem;
private readonly Dictionary<string, Animation> mAnimations;
/// <inheritdoc/>
/// <remarks>
/// <strong>Implementation:</strong> Path prefix-based auto-routing ("VRMA/" -> VRMAnimation, "State/{Layer}/{Identifier}" -> AnimatorController)<br/>
/// <strong>Main Failures:</strong> Unknown prefix, System activation failure, invalid Layer/Identifier<br/>
/// <strong>Note:</strong> wrapMode ignored when using AnimatorController
/// </remarks>
public async UniTask<bool> PlayAnimation(string animationPath, WrapMode wrapMode)
{
Debug.Assert(animationPath != null);
// Implementation...
}
}
```
## Key Principles
1. **On-Demand Only**: XML documentation is NEVER auto-applied. Only generate when explicitly requested
2. **Keep it simple**: Concise summaries for straightforward elements
3. **Add context where needed**: Complex concepts deserve detailed explanations in remarks
4. **Think about your audience**: Choose language (Korean/English/Mixed) that serves your team best
5. **Be consistent**: Follow established patterns and use consistent language throughout
6. **Dual-Review Process**: Claude-Haiku draft → Expert Review (Gemini/Codex) → Final Approval
7. **Interface vs Implementation**: Full docs in interface, `<inheritdoc/>` + implementation specifics in class
8. **Document exceptions**: Use `<exception>` for exceptions that are part of the method's contract
9. **Property side effects**: Use `<value>` tag when getter/setter have non-obvious behavior
10. **POCU Naming**: Use mPascalCase for private fields, camelCase for private methods
## IDE Experience
**IntelliSense Display:**
Simple Property:
```
Success (bool)
Indicates whether the action executed successfully
```
Complex Property with Remarks:
```
Skipped (bool)
Indicates whether the action was skipped
[Show more...] <- Click to expand remarks
```
## Common Examples
**Simple Property:**
```csharp
/// <summary>Number of retry attempts</summary>
public int RetryCount { get; set; }
```
**Method with Parameters (POCU Style):**
```csharp
public class DataService
{
private readonly Dictionary<string, object> mOutputData;
/// <summary>
/// Retrieves output data
/// </summary>
/// <typeparam name="T">Data type to return</typeparam>
/// <param name="key">Key to retrieve</param>
/// <param name="defaultValue">Default value if key not found</param>
/// <returns>Retrieved data or default value</returns>
public T GetOutputData<T>(string key, T defaultValue = default(T))
{
Debug.Assert(key != null);
object value;
if (mOutputData == null || !mOutputData.TryGetValue(key, out value))
{
return defaultValue;
}
return convertValue<T>(value, defaultValue);
}
private T convertValue<T>(object value, T defaultValue)
{
try
{
if (value is T directValue)
{
return directValue;
}
return (T)Convert.ChangeType(value, typeof(T));
}
catch
{
return defaultValue;
}
}
}
```
**Multi-Step Process:**
```csharp
public class EventExecutor
{
private readonly IEventRepository mRepository;
private readonly IActionProcessor mProcessor;
/// <summary>
/// Executes event
/// </summary>
/// <remarks>
/// <para>
/// <strong>Execution Process:</strong><br/>
/// 1. Event definition lookup<br/>
/// 2. Event-level condition evaluation<br/>
/// 3. Direct action list processing<br/>
/// 4. Execution time and metadata configuration
/// </para>
/// </remarks>
public async UniTask<EventActionResult> ExecuteEvent(
string systemId, string eventId, object contextDataOrNull = null)
{
Debug.Assert(systemId != null);
Debug.Assert(eventId != null);
EventDefinition definition = await mRepository.GetDefinition(systemId, eventId);
return await processEvent(definition, contextDataOrNull);
}
private async UniTask<EventActionResult> processEvent(
EventDefinition definition, object contextDataOrNull)
{
Debug.Assert(definition != null);
// Implementation...
}
}
```
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