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com.wallstop-studios.unity-helpers

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Treasure chest of Unity developer tools

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# Unity Helpers Roadmap This roadmap outlines planned enhancements to Unity Helpers. All "Currently shipping" features are production-ready and available now. See the main [README](../readme.md) for current capabilities. ## 1. Comprehensive Inspector Tooling **Currently shipping:** Attribute and property drawer suite covering enum toggles, dropdowns, conditional display, grouping, buttons, and validation. Key attributes: `WEnumToggleButtons`, `WShowIf`, `WValueDropDown`, `WGroup`, `WButton`, `WNotNull`, `ValidateAssignment`. **Next up:** - Odin Inspector migration tooling - Investigate color themes (had a version of this for WGroup, had to scrap it due to complexity) - Tabbed/section navigation with persistent layout bookmarks - Visual instrumentation (progress bars, warning badges, inline state telemetry) - Additional attributes, serializable types ## 2. Expanded Editor Tooling **Currently shipping:** Animation Creator, Sprite Sheet Animation Creator, Animation Event Editor, plus 20+ sprite/texture/prefab utilities. See [Editor Tools Guide](../features/editor-tools/editor-tools-guide.md) for full list. **Next up:** - Animation Creator enhancements - Sprite Sheet Animation Creator enhancements - Animation Event Editor refinements - Additional automation surfaces ## 3. Advanced Random & Statistical Testing **Currently shipping:** 15+ high-quality RNG implementations (IllusionFlow, PcgRandom, XoroShiro, SplitMix64, RomuDuo, FlurryBurst, PhotonSpin, etc.) with extensive `IRandom` API. See [Random Performance](../performance/random-performance.md). **Next up:** - CI-friendly statistical harness: PractRand/TestU01 suites with automated pass/fail artifacts - Automated quality reports: histograms, percentile deltas, change detection for PR gates - Higher-level sampling: Poisson disk, stratified sampling, correlated noise, shuffled streams, deterministic scenario builders - Investigation of Job/Burst-aware stream schedulers: seed pools, jump-ahead APIs, reservoir/permutation helpers with property-based tests ## 4. Enhanced Spatial Trees **Currently shipping:** Production 2D trees (QuadTree2D, KdTree2D, RTree2D, SpatialHash2D) and experimental 3D variants (OctTree3D, KdTree3D, RTree3D, SpatialHash3D). See [2D Performance](../performance/spatial-tree-2d-performance.md) and [3D Performance](../performance/spatial-tree-3d-performance.md). **Next up:** - Graduate 3D trees to production: profiling data, comprehensive docs, parity with 2D APIs - Mutable/incremental updates/variants: localized inserts/removals without full rebuilds - Unity Physics parity: ray/capsule/sphere casts, overlap tests, PhysicsScene adapter structs - Investigate streaming builders: tile-based loading for large worlds, job-based construction ## 5. UI Toolkit Enhancements **Currently shipping:** LayeredImage and MultiFileSelectorElement custom visual elements with samples and persistence helpers. **Next up:** - Control pack: dockable panes, inspector tab bars, data tables, curve editors, virtualized multi-column lists - Theme/palette system: USS/UXML snippets with runtime/editor parity samples - Performance patterns: batched bindings, incremental painters, list virtualization utilities with comprehensive docs - Automation dashboards: UI Toolkit-based wizards for workflow automation ## 6. Utility Expansion **Currently shipping:** Extensive utilities covering pooling (Buffers, array pools), singleton patterns, animation helpers, sprite utilities, compression, math extensions, and more. See [Helper Utilities](../features/utilities/helper-utilities.md). **Next up:** - Cross-system bridges: effects ↔ serialization, pooling ↔ DI containers, random ↔ spatial query fuzzers with ready-made samples - Math/combinatorics helpers: curve fitting, statistics, interpolation packs, IO/localization conveniences - Service patterns: task/tween schedulers, async job orchestrators, gameplay timers with integrated diagnostics ## 7. Performance Program **Currently shipping:** Comprehensive benchmarks for random generators, spatial trees, reflection helpers, and IList sorting. See [Random Performance](../performance/random-performance.md), [Spatial Tree Performance](../performance/spatial-tree-2d-performance.md), and [Reflection Performance](../performance/reflection-performance.md). **Next up:** - Automated benchmark harness: CI integration, baseline storage, regression detection per subsystem - Investigate burst/Jobs optimizations: hot loop rewrites for spatial queries, pooling, math helpers with analyzer hints - Allocation/GC audits: Roslyn analyzers and NUnit tests enforcing zero-allocation guarantees for critical APIs - Safety analyzers: custom Roslyn rule that flags `SerializableNullable<T>.Value` access without a preceding `HasValue` check (Unity asmdef-friendly package) ## 8. Attribute & Tag System Evolution **Currently shipping:** Data-driven effects system with attributes, tags, effect stacks, and metadata caches. ScriptableObject-driven effect authoring with cosmetics and duration management. See [Effects System](../features/effects/effects-system.md). **Next up:** - Effect visualization: inspector timeline for active effects, stack inspection, debug overlays - Attribute graphs: dependency tracking with automatic recalculation when modifiers change - Migration tools: schema evolution helpers for effects and attribute definitions ## 9. Relational Component Enhancements **Currently shipping:** Component auto-wiring attributes (SiblingComponent, ParentComponent, ChildComponent) with DI integrations for VContainer, Zenject, and Reflex. See [Relational Components](../features/relational-components/relational-components.md). **Next up:** - Performance improvements: cached reflection paths, Roslyn source generators for zero-reflection wiring - Enhanced validation: editor-time dependency visualization, hierarchy relationship graphs - Advanced querying: interface-based resolution, filtered component searches