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unity-helpers

llms.txt176 starsChanged 20 days agoMITView on GitHub

Unity Helpers is a comprehensive Unity package (2021.3+) providing production-ready utilities that reduce boilerplate and improve runtime performance: - Professional inspector tooling, spatial data structures, PRNGs, serialization utilities - Effects systems, relational components, and 30+ editor tools - 17,000+ tests, IL2CPP/WebGL compatible, shipped in commercial games Professional inspector attributes eliminating custom PropertyDrawer code: Reduce GetComponent boilerplate with hierarchy-aware attributes: Call this.AssignRelationalComponents() in Awake to wire all references. Unity-serializable data structures with custom inspector drawers:

We split this llms.txt into the rules it gives an agent

10 rules. About 0 are common, 2 are distinctive, and 8 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 8

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Use explicit types instead of var in all code

    line 20
  2. Distinctive:

    Use PascalCase for all method names (no underscores, even in tests)

    line 21
  3. Very specific:

    Never use #region directives

    line 22
  4. Very specific:

    Never use nullable reference types (?

    line 23
  5. Very specific:

    Never use ?., ??, ??= on UnityEngine.Object types (use explicit null checks instead)

    line 24
  6. Very specific:

    Place using directives inside namespace blocks

    line 25
  7. Very specific:

    Call this.AssignRelationalComponents() in Awake to wire all references.

    line 72
  8. Distinctive:

    All collections support pagination, inline nested editors, undo/redo, and confirmation dialogs when clearing.

    line 86
  9. Very specific:

    All implement IRandom with extensive API: NextFloat(), NextVector2(), NextGaussian(), NextWeightedIndex(), Shuffle(), NextGuid()

    line 113
  10. Very specific:

    All generators are seedable for deterministic replay systems.

    line 117

≈ “Common” is an estimate: at least 1 in 5 of the 3,225 llms.txt files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
llms.txt
# Unity Helpers

> Unity Helpers is a comprehensive Unity package (2021.3+) providing production-ready utilities that reduce boilerplate and improve runtime performance:
>
> - Professional inspector tooling, spatial data structures, PRNGs, serialization utilities
> - Effects systems, relational components, and 30+ editor tools
> - 17,000+ tests, IL2CPP/WebGL compatible, shipped in commercial games

## Key Information

- **Package Name**: `com.wallstop-studios.unity-helpers`
- **Version**: 3.0.4
- **Unity Version**: 2021.3+ (LTS)
- **License**: MIT
- **Repository**: https://github.com/wallstop/unity-helpers
- **Root Namespace**: `WallstopStudios.UnityHelpers`

### Important Implementation Notes

- Use **explicit types** instead of `var` in all code
- Use **PascalCase** for all method names (no underscores, even in tests)
- Never use `#region` directives
- Never use nullable reference types (`?` annotations like `string?`)
- Never use `?.`, `??`, `??=` on `UnityEngine.Object` types (use explicit null checks instead)
- Place `using` directives inside namespace blocks
- Unity Object null checks: use `thing != null` / `thing == null` directly (Unity's Object equality)
- For tests: use `[Test]` for synchronous tests, `[UnityTest]` with `IEnumerator` for async (NOT `async Task`)
- One file per MonoBehaviour/ScriptableObject (production AND tests)

### Assembly Structure

| Assembly                                     | Purpose               |
| -------------------------------------------- | --------------------- |
| `WallstopStudios.UnityHelpers`               | Runtime code          |
| `WallstopStudios.UnityHelpers.Editor`        | Editor code           |
| `WallstopStudios.UnityHelpers.Tests.Runtime` | Runtime tests         |
| `WallstopStudios.UnityHelpers.Tests.Editor`  | Editor tests          |
| `WallstopStudios.UnityHelpers.Tests.Core`    | Shared test utilities |

## Core Features

### Inspector Tooling (Odin-like, FREE)

Professional inspector attributes eliminating custom PropertyDrawer code:

- `[WGroup]` / `[WGroupEnd]` - Boxed sections with collapsible headers, color themes, animations
- `[WButton]` - Method buttons with async support, cancellation, history, groupPriority, groupPlacement
- `[WShowIf]` - Conditional visibility (9 comparison operators)
- `[WEnumToggleButtons]` - Flag enums as visual toggle grids
- `[WReadOnly]` - Read-only inspector display
- `[WInLineEditor]` - Inline nested editor for object references
- `[WNotNull]` - Validation for required fields (shows error/warning HelpBox in inspector with customizable MessageType and CustomMessage)
- `[ValidateAssignment]` - Runtime assignment validation (shows error/warning HelpBox for null, empty string, or empty collections)
- `[StringInList]` - Dropdown selection from string lists, methods (`nameof(Method)`), or static methods
- `[WValueDropDown]` - Value dropdown selection
- `[WSerializableCollectionFoldout]` - Custom foldout behavior for serializable collections
- `[IntDropDown]` - Integer dropdown selection
- `[EnumDisplayName]` - Custom display names for enum values
- `[DetectAssetChanged]` - Monitor asset changes and execute methods when assets are created/deleted

### Relational Components (Auto-Wiring)

Reduce GetComponent boilerplate with hierarchy-aware attributes:

```csharp
[SiblingComponent] private Animator animator;           // Same GameObject
[ParentComponent] private Rigidbody2D rb;               // Parent hierarchy
[ChildComponent] private Collider2D[] colliders;        // Children
[ChildComponent(MaxDepth = 1)] private Weapon[] weapons; // Direct children only
```

Call `this.AssignRelationalComponents()` in Awake to wire all references.

### Serializable Collections

Unity-serializable data structures with custom inspector drawers:

- `SerializableDictionary<TKey, TValue>` - Dictionary with full inspector support
- `SerializableSortedDictionary<TKey, TValue>` - Ordered dictionary
- `SerializableHashSet<T>` - HashSet with duplicate detection
- `SerializableSortedSet<T>` - Sorted set for `IComparable<T>` elements
- `SerializableNullable<T>` - Nullable value types in inspector
- `SerializableType` - Type references in inspector
- `WGuid` - Serializable GUID

All collections support pagination, inline nested editors, undo/redo, and confirmation dialogs when clearing.

### Spatial Data Structures

O(log n) spatial queries for 2D and 3D:

**2D Trees**: `QuadTree2D<T>`, `KdTree2D<T>`, `RTree2D<T>`, `SpatialHash2D<T>`
**3D Trees**: `OctTree3D<T>`, `KdTree3D<T>`, `RTree3D<T>`, `SpatialHash3D<T>`

```csharp
QuadTree2D<Enemy> tree = new(enemies, e => e.transform.position);
tree.GetElementsInRange(playerPos, radius: 10f, resultsBuffer);
tree.GetElementsInBounds(bounds, resultsBuffer);
tree.GetApproximateNearestNeighbors(position, count: 5, resultsBuffer);
```

### Random Number Generators

20+ high-quality PRNGs (10-15x faster than Unity.Random in benchmarks):

- `PRNG.Instance` - Thread-local default (Xoshiro256StarStar)
- `IllusionFlow`, `PcgRandom`, `XorShiftRandom`, `XoroShiroRandom`, `SplitMix64`, `RomuDuo`, `WyRandom`
- `Xoshiro128StarStar`, `Xoshiro256StarStar` - xoshiro\*\* scramblers; no weak output bit, so safe for `NextBool` and low-bit masks
- `BlastCircuitRandom`, `WaveSplatRandom`, `FlurryBurstRandom`, `PhotonSpinRandom`, `StormDropRandom`, `SquirrelRandom`
- `LinearCongruentialGenerator`, `DotNetRandom`, `SystemRandom`, `UnityRandom` (wrappers)
- `WDoomRandom` - index-into-array generator, period 1024; deterministic replays, not statistical randomness
- `NativePcgRandom` - Burst/Jobs compatible
- All implement `IRandom` with extensive API: `NextFloat()`, `NextVector2()`, `NextGaussian()`, `NextWeightedIndex()`, `Shuffle()`, `NextGuid()`
- `NextIntSkewed()` draws a bounded integer toward a preferred target with a bounded sample count
- `PerlinNoise` - Coherent noise generation

All generators are seedable for deterministic replay systems. Use `RandomGeneratorMetadata` to inspect generator properties.

### Effects System

Data-driven buffs/debuffs using ScriptableObjects:

- `AttributeEffect` - ScriptableObject defining stat modifications, tags, cosmetics, duration
- `AttributesComponent` - Base class exposing `Attribute` fields
- `TagHandler` - Reference-counted tag queries ("Stunned", "Invulnerable")
- `EffectHandle` - Unique ID for tracking/removing specific effect instances

```csharp
EffectHandle? handle = player.ApplyEffect(hasteEffect);
if (player.HasTag("Stunned")) return;
player.RemoveEffect(handle.Value);
```

### Serialization

JSON and Protobuf serialization with Unity type support:

```csharp
// JSON (System.Text.Json with Unity converters)
byte[] json = Serializer.JsonSerialize(data);
SaveData loaded = Serializer.JsonDeserialize<SaveData>(jsonText);

// Protobuf (protobuf-net, compact binary)
byte[] proto = Serializer.ProtoSerialize(message);
Message decoded = Serializer.ProtoDeserialize<Message>(proto);
```

Supported Unity types: Vector2/3/4, Color, Quaternion, Rect, Bounds, GameObject references.

### Pooling & Buffering

Zero-allocation patterns for hot paths:

```csharp
// Collection pooling (List, HashSet, etc.)
using var lease = Buffers<Enemy>.List.Get(out List<Enemy> buffer);
tree.GetElementsInRange(position, radius, buffer);
// buffer automatically returned to pool on dispose

// Variable-size array pooling (preferred for dynamic sizes)
using PooledArray<float> pooled = SystemArrayPool<float>.Get(size, out float[] arr);
// IMPORTANT: Use pooled.Length, not arr.Length (arr may be larger than requested)

// Exact-size array pooling (for fixed, known sizes only)
using var arrayLease = WallstopArrayPool<float>.Get(size, out float[] arr);
```

### Threading & Main Thread Dispatch

Thread-safe utilities for Unity's main thread requirement:

- `UnityMainThreadDispatcher` - Execute code on Unity's main thread from any thread
- `UnityMainThreadGuard` (internal) - Ensure operations run on the main thread
- Thread pool utilities for background work

### Editor Tools

30+ automation tools accessible via `Tools > Wallstop Studios > Unity Helpers`:

- **Sprite Tools**: Cropper, Atlas Generator, Pivot Adjuster
- **Animation Tools**: Event Editor, Creator, Copier, Sheet Animation Creator
- **Texture Tools**: Blur, Resize, Settings Applier, Fit Texture Size
- **Validation**: Prefab Checker with comprehensive validation rules
- **Analysis**: Unity Method Analyzer for detecting inheritance issues and lifecycle method errors
- **Utilities**: ScriptableObject Singleton Creator, Request Script Compilation (Ctrl/Cmd+Alt+R)
- **Project Settings**: Configure coroutine wait buffer defaults under `Project Settings > Wallstop Studios > Unity Helpers`

### Data Structures

Additional high-performance structures:

- `CyclicBuffer<T>` - Ring buffer
- `Heap<T>` / `PriorityQueue<T>` - Min/max heap
- `Deque<T>` - Double-ended queue
- `DisjointSet` - Union-find
- `Trie` - String prefix tree
- `SparseSet` - Fast add/remove with iteration
- `BitSet` / `ImmutableBitSet` - Compact boolean storage
- `TimedCache<T>` - Auto-expiring cache

### Geometry & Math

Geometric primitives and math utilities:

- `Circle`, `Sphere`, `BoundingBox3D` - Geometric primitives
- `WallMath` - Math utilities, ballistics, geometry calculations
- `Geometry` - Hull generation (convex/concave), point operations
- `LineHelper` - Line intersection, distance calculations

### Extension Methods

200+ extensions for Unity types, collections, strings, math:

- `transform.GetAncestors(buffer)` - Non-allocating hierarchy traversal
- `Camera.OrthographicBounds()` - Visible world bounds
- `color.GetAverageColor(ColorAveragingMethod.LAB)` - Perceptual color averaging
- `(-1).PositiveMod(length)` - Non-negative modulo
- `gameObject.SmartDestroy()` - Editor/runtime safe destruction
- `string.LevenshteinDistance()` - Edit distance for fuzzy matching

### Visual Components

UGUI and UI Toolkit visual components:

- `EnhancedImage` (UGUI) - Extended Image with HDR color support, improved material management
- `LayeredImage` (UI Toolkit) - Multi-layer visual element
- `AnimatedSpriteLayer` - Sprite animation layers

### Singletons

- `RuntimeSingleton<T>` - Component singleton with cross-scene persistence
- `ScriptableObjectSingleton<T>` - Settings singleton from Resources
- `[AutoLoadSingleton]` - Automatic singleton instantiation during Unity start-up phases

### DI Framework Integration

Automatic integration with VContainer, Zenject, and Reflex:

```csharp
// VContainer
builder.RegisterRelationalComponents();

// Zenject - add RelationalComponentsInstaller to SceneContext

// Reflex - add RelationalComponentsInstaller to SceneScope
```

## Docs

- [README - Main Documentation](https://github.com/wallstop/unity-helpers/blob/main/README.md): Complete feature overview with examples and installation instructions
- [Getting Started Guide](https://github.com/wallstop/unity-helpers/blob/main/docs/overview/getting-started.md): 5-minute quickstart covering top features
- [Feature Index](https://github.com/wallstop/unity-helpers/blob/main/docs/overview/index.md): Alphabetical A-Z index of all features with links
- [Glossary](https://github.com/wallstop/unity-helpers/blob/main/docs/overview/glossary.md): Term definitions for Unity Helpers concepts

## Feature Guides

- [Inspector Overview](https://github.com/wallstop/unity-helpers/blob/main/docs/features/inspector/inspector-overview.md): Complete guide to inspector attributes
- [Inspector Grouping (WGroup)](https://github.com/wallstop/unity-helpers/blob/main/docs/features/inspector/inspector-grouping-attributes.md): Visual property grouping with collapsible sections
- [Inspector Buttons (WButton)](https://github.com/wallstop/unity-helpers/blob/main/docs/features/inspector/inspector-button.md): Method execution buttons with async support
- [Inspector Conditional Display (WShowIf)](https://github.com/wallstop/unity-helpers/blob/main/docs/features/inspector/inspector-conditional-display.md): Conditional field visibility
- [Inspector Selection Attributes](https://github.com/wallstop/unity-helpers/blob/main/docs/features/inspector/inspector-selection-attributes.md): Enum toggle buttons, dropdowns, string lists
- [Relational Components](https://github.com/wallstop/unity-helpers/blob/main/docs/features/relational-components/relational-components.md): Auto-wiring component references
- [Effects System](https://github.com/wallstop/unity-helpers/blob/main/docs/features/effects/effects-system.md): Data-driven buffs/debuffs
- [Effects Tutorial](https://github.com/wallstop/unity-helpers/blob/main/docs/features/effects/effects-system-tutorial.md): 5-minute effects setup walkthrough
- [Serialization Guide](https://github.com/wallstop/unity-helpers/blob/main/docs/features/serialization/serialization.md): JSON and Protobuf serialization
- [Serialization Types](https://github.com/wallstop/unity-helpers/blob/main/docs/features/serialization/serialization-types.md): Serializable collections documentation
- [Editor Tools Guide](https://github.com/wallstop/unity-helpers/blob/main/docs/features/editor-tools/editor-tools-guide.md): 20+ editor automation tools
- [2D Spatial Trees](https://github.com/wallstop/unity-helpers/blob/main/docs/features/spatial/spatial-trees-2d-guide.md): QuadTree, KDTree, RTree usage
- [3D Spatial Trees](https://github.com/wallstop/unity-helpers/blob/main/docs/features/spatial/spatial-trees-3d-guide.md): OctTree, KDTree3D, RTree3D, SpatialHash3D
- [Spatial Tree Semantics](https://github.com/wallstop/unity-helpers/blob/main/docs/features/spatial/spatial-tree-semantics.md): Behavior details and edge cases
- [Hulls (Convex/Concave)](https://github.com/wallstop/unity-helpers/blob/main/docs/features/spatial/hulls.md): Hull generation algorithms
- [Data Structures](https://github.com/wallstop/unity-helpers/blob/main/docs/features/utilities/data-structures.md): Heaps, tries, deques, sparse sets
- [Math & Extensions](https://github.com/wallstop/unity-helpers/blob/main/docs/features/utilities/math-and-extensions.md): Numeric helpers, geometry, Unity extensions
- [Reflection Helpers](https://github.com/wallstop/unity-helpers/blob/main/docs/features/utilities/reflection-helpers.md): High-performance cached reflection
- [Singletons](https://github.com/wallstop/unity-helpers/blob/main/docs/features/utilities/singletons.md): Runtime and ScriptableObject singletons
- [Logging Extensions](https://github.com/wallstop/unity-helpers/blob/main/docs/features/logging/logging-extensions.md): Rich logging with tags and thread awareness
- [Unity Main Thread Dispatcher](https://github.com/wallstop/unity-helpers/blob/main/docs/features/logging/unity-main-thread-dispatcher.md): Thread-safe main thread execution

## Performance

- [Random Performance](https://github.com/wallstop/unity-helpers/blob/main/docs/performance/random-performance.md): PRNG benchmarks (10-15x faster than Unity.Random)
- [Spatial Tree 2D Performance](https://github.com/wallstop/unity-helpers/blob/main/docs/performance/spatial-tree-2d-performance.md): 2D tree benchmarks
- [Spatial Tree 3D Performance](https://github.com/wallstop/unity-helpers/blob/main/docs/performance/spatial-tree-3d-performance.md): 3D tree benchmarks
- [Reflection Performance](https://github.com/wallstop/unity-helpers/blob/main/docs/performance/reflection-performance.md): Cached reflection benchmarks (up to 100x faster in tested scenarios)
- [Relational Components Performance](https://github.com/wallstop/unity-helpers/blob/main/docs/performance/relational-components-performance.md): Component wiring benchmarks
- [IList Sorting Performance](https://github.com/wallstop/unity-helpers/blob/main/docs/performance/ilist-sorting-performance.md): Sorting algorithm benchmarks

## Project

- [Changelog](https://github.com/wallstop/unity-helpers/blob/main/CHANGELOG.md): Version history and release notes
- [Contributing](https://github.com/wallstop/unity-helpers/blob/main/docs/project/contributing.md): Contribution guidelines
- [License](https://github.com/wallstop/unity-helpers/blob/main/LICENSE): MIT License
- [Roadmap](https://github.com/wallstop/unity-helpers/blob/main/docs/overview/roadmap.md): Planned features and improvements

## Optional

- [LLM Instructions](https://github.com/wallstop/unity-helpers/blob/main/.llm/context.md): Comprehensive AI agent guidelines for working with this repository
- [Third-Party Notices](https://github.com/wallstop/unity-helpers/blob/main/docs/project/third-party-notices.md): Attribution for included libraries
- [Animation Event Editor](https://github.com/wallstop/unity-helpers/blob/main/docs/project/animation-event-editor.md): Detailed animation event editor documentation

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