resharper-unity
UnityCsReference
resharper-unity | UnityCsReference | |
---|---|---|
9 | 58 | |
1,200 | 11,389 | |
0.8% | 1.5% | |
9.6 | 7.4 | |
6 days ago | 7 days ago | |
C# | C# | |
Apache License 2.0 | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
resharper-unity
-
OnTriggerEnter not working (Doesn't display Debug.Log )
Best explaination I've found. Use CompareTag instead of explicit string comparison · JetBrains/resharper-unity Wiki (github.com)
-
Do you want to run a method but maybe the reference is null?
I'm a huge fan of the safe navigation operator, but I'd be remiss not to point out that it doesn't work with any references derived from UnityEngine.Object. See for more info: https://github.com/JetBrains/resharper-unity/wiki/Possible-unintended-bypass-of-lifetime-check-of-underlying-Unity-engine-object
- Do you use System.Object.ReferenceEquals() ?
-
Changing color not working
FYI it is bad for performance to do null checks on any unity.engine objects: https://github.com/JetBrains/resharper-unity/wiki/Avoid-null-comparisons-against-UnityEngine.Object-subclasses
- how do i go about making this more performant
-
GetComponent - oh my god
However null checks for Unity objects are slow compared to standard C# classes, see this link for a brief explanation, there are also many discussions about this on the Unity forum. Not sure though, if that is still true for recent Unity versions.
- Is there a drawback using the null check "?." operator?
-
Whats the point of using GetComponent when you can just drag the desired component into the script component in the viewport?
The fact of the matter is as a primarily C# .NET developer you have all been polluted with bad coding practices from tutorials and partially on Unity's end too. For example non preferred method of using the null-conditional access operator.
UnityCsReference
-
Anyone know what Unity's Matrix4x4 looks like internally?
I've checked their CS reference code on their Github, both here and here, but I want to dive a little deeper - specifically, I want to know what they're actually doing when determining validity of the Matrix4x4.
-
Torn between chossing Unity & C# or going UE5 and C++. What made you choose unity?
Yep, but beyond just decompiling it, the c# layer of code is on GitHub: https://github.com/Unity-Technologies/UnityCsReference
- 2 minutes of silence for those who bought RTX 3070 and RTX 3070Ti
-
Do you use System.Object.ReferenceEquals() ?
https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnityEngineObject.bindings.cs (after 2019.1)
-
Custom method attribute for Animation Event Functions
The code where the method filtering for the Animation Event Inspector is done, is here (line 190). Is it possible to do something like this? That repository explicitly says:
- Can’t find operation
-
Bounds.Encapsulate precision loss?
No reason, you can look at the source of encapsulate
-
Modify Project Setting's "Default Quality Level" by script
There isn't really a straight forward way to do this, even the QualitySettings editor uses Serialised Properties to get at the data. (Line 343 in QualitySettingsEditor)
-
Has any indie dev got (read-only) access to Unity source? How much did it cost?
This is awesome, thank you! I'm most curious about their Runtime
-
Is C++ still the language when entering 3D programming in 2023?
I think if you want to get into graphics programming you do want to work with OpenGL and similar things, because at the very least you need to understand it all (and decide what parts of engines to use and what to ignore when you get to whole games). It's also worth saying that while you can only publicly get the references in Unity you do get source access at the higher subscription tiers you'd use at a game studio.
What are some alternatives?
UnityNativeScripting - Unity Scripting in C++
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
Unity-Editor-Toolbox - Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
driven-decals - A mesh-based PBR decal system for Unity's universal render pipeline.
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
AutoLOD - Automatic LOD generation + scene optimization
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
pb_Stl - STL import/export for Unity, supporting both ASCII and Binary.
astc-encoder - The Arm ASTC Encoder, a compressor for the Adaptive Scalable Texture Compression data format.
EditorXR - Author XR in XR
oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI