com.wallstop-studios.unity-helpers
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Treasure chest of Unity developer tools
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<!doctype html><html lang=en class=no-js> <head><meta charset=utf-8><meta name=viewport content="width=device-width,initial-scale=1"><meta name=description content="Production-ready Unity utilities: 10-15x faster PRNGs, O(log n) spatial queries, zero-allocation pooling, Odin-level inspector tooling, and data-driven effects."><meta name=author content="Wallstop Studios"><link href=https://wallstop.github.io/unity-helpers/readme/ rel=canonical><link rel=icon href=../assets/images/favicon.png><meta name=generator content="mkdocs-1.6.1, mkdocs-material-9.7.3"><title>Unity Helpers - Unity Helpers</title><link rel=stylesheet href=../assets/stylesheets/main.484c7ddc.min.css><link rel=stylesheet 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aria-labelledby=__nav_3_2_label aria-expanded=false> <label class=md-nav__title for=__nav_3_2> <span class="md-nav__icon md-icon"></span> Relational Components </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/relational-components/relational-components/ class=md-nav__link> <span class=md-ellipsis> Overview </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_3_3> <label class=md-nav__link for=__nav_3_3 id=__nav_3_3_label tabindex=0> <span class=md-ellipsis> Spatial Data Structures </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=2 aria-labelledby=__nav_3_3_label aria-expanded=false> <label class=md-nav__title for=__nav_3_3> <span class="md-nav__icon md-icon"></span> Spatial Data Structures </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/spatial/spatial-trees-2d-guide/ class=md-nav__link> <span class=md-ellipsis> 2D Spatial Trees </span> </a> </li> <li class=md-nav__item> <a href=../features/spatial/spatial-trees-3d-guide/ class=md-nav__link> <span class=md-ellipsis> 3D Spatial Trees </span> </a> </li> <li class=md-nav__item> <a href=../features/spatial/hulls/ class=md-nav__link> <span class=md-ellipsis> Hull Algorithms </span> </a> </li> <li class=md-nav__item> <a href=../features/spatial/spatial-tree-semantics/ class=md-nav__link> <span class=md-ellipsis> Spatial Tree Semantics </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_3_4> <label class=md-nav__link for=__nav_3_4 id=__nav_3_4_label tabindex=0> <span class=md-ellipsis> Effects System </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=2 aria-labelledby=__nav_3_4_label aria-expanded=false> <label class=md-nav__title for=__nav_3_4> <span class="md-nav__icon md-icon"></span> Effects System </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/effects/effects-system/ class=md-nav__link> <span class=md-ellipsis> Overview </span> </a> </li> <li class=md-nav__item> <a href=../features/effects/effects-system-tutorial/ class=md-nav__link> <span class=md-ellipsis> Tutorial </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_3_5> <label class=md-nav__link for=__nav_3_5 id=__nav_3_5_label tabindex=0> <span class=md-ellipsis> Serialization </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=2 aria-labelledby=__nav_3_5_label aria-expanded=false> <label class=md-nav__title for=__nav_3_5> <span class="md-nav__icon md-icon"></span> Serialization </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/serialization/serialization/ class=md-nav__link> <span class=md-ellipsis> Overview </span> </a> </li> <li class=md-nav__item> <a href=../features/serialization/serialization-types/ class=md-nav__link> <span class=md-ellipsis> Serializable Types </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_3_6> <label class=md-nav__link for=__nav_3_6 id=__nav_3_6_label tabindex=0> <span class=md-ellipsis> Utilities </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=2 aria-labelledby=__nav_3_6_label aria-expanded=false> <label class=md-nav__title for=__nav_3_6> <span class="md-nav__icon md-icon"></span> Utilities </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/utilities/math-and-extensions/ class=md-nav__link> <span class=md-ellipsis> Math & Extensions </span> </a> </li> <li class=md-nav__item> <a href=../features/utilities/data-structures/ class=md-nav__link> <span class=md-ellipsis> Data Structures </span> </a> </li> <li class=md-nav__item> <a href=../features/utilities/random-generators/ class=md-nav__link> <span class=md-ellipsis> Random Generators </span> </a> </li> <li class=md-nav__item> <a href=../features/utilities/singletons/ class=md-nav__link> <span class=md-ellipsis> Singletons </span> </a> </li> <li class=md-nav__item> <a href=../features/utilities/reflection-helpers/ class=md-nav__link> <span class=md-ellipsis> Reflection Helpers </span> </a> </li> <li class=md-nav__item> <a href=../features/utilities/helper-utilities/ class=md-nav__link> <span class=md-ellipsis> Helper Utilities </span> </a> </li> <li class=md-nav__item> <a href=../features/utilities/pooling-guide/ class=md-nav__link> <span class=md-ellipsis> Pooling Guide </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_3_7> <label class=md-nav__link for=__nav_3_7 id=__nav_3_7_label tabindex=0> <span class=md-ellipsis> Logging </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=2 aria-labelledby=__nav_3_7_label aria-expanded=false> <label class=md-nav__title for=__nav_3_7> <span class="md-nav__icon md-icon"></span> Logging </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/logging/logging-extensions/ class=md-nav__link> <span class=md-ellipsis> Logging Extensions </span> </a> </li> <li class=md-nav__item> <a href=../features/logging/unity-main-thread-dispatcher/ class=md-nav__link> <span class=md-ellipsis> Main Thread Dispatcher </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_3_8> <label class=md-nav__link for=__nav_3_8 id=__nav_3_8_label tabindex=0> <span class=md-ellipsis> Editor Tools </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=2 aria-labelledby=__nav_3_8_label aria-expanded=false> <label class=md-nav__title for=__nav_3_8> <span class="md-nav__icon md-icon"></span> Editor Tools </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../features/editor-tools/editor-tools-guide/ class=md-nav__link> <span class=md-ellipsis> Tools Guide </span> </a> </li> <li class=md-nav__item> <a href=../features/editor-tools/unity-method-analyzer/ class=md-nav__link> <span class=md-ellipsis> Unity Method Analyzer </span> </a> </li> <li class=md-nav__item> <a href=../features/editor-tools/asset-change-detection/ class=md-nav__link> <span class=md-ellipsis> Asset Change Detection </span> </a> </li> <li class=md-nav__item> <a href=../features/editor-tools/failed-tests-exporter/ class=md-nav__link> <span class=md-ellipsis> Failed Tests Exporter </span> </a> </li> </ul> </nav> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_4> <label class=md-nav__link for=__nav_4 id=__nav_4_label tabindex=0> <span class=md-ellipsis> Performance </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=1 aria-labelledby=__nav_4_label aria-expanded=false> <label class=md-nav__title for=__nav_4> <span class="md-nav__icon md-icon"></span> Performance </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../performance/random-performance/ class=md-nav__link> <span class=md-ellipsis> Random Generators </span> </a> </li> <li class=md-nav__item> <a href=../performance/spatial-tree-2d-performance/ class=md-nav__link> <span class=md-ellipsis> Spatial Trees 2D </span> </a> </li> <li class=md-nav__item> <a href=../performance/spatial-tree-3d-performance/ class=md-nav__link> <span class=md-ellipsis> Spatial Trees 3D </span> </a> </li> <li class=md-nav__item> <a href=../performance/relational-components-performance/ class=md-nav__link> <span class=md-ellipsis> Relational Components </span> </a> </li> <li class=md-nav__item> <a href=../performance/reflection-performance/ class=md-nav__link> <span class=md-ellipsis> Reflection Helpers </span> </a> </li> <li class=md-nav__item> <a href=../performance/ilist-sorting-performance/ class=md-nav__link> <span class=md-ellipsis> IList Sorting </span> </a> </li> <li class=md-nav__item> <a href=../performance/baseline-tests-performance/ class=md-nav__link> <span class=md-ellipsis> Baseline Tests </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_5> <label class=md-nav__link for=__nav_5 id=__nav_5_label tabindex=0> <span class=md-ellipsis> Guides </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=1 aria-labelledby=__nav_5_label aria-expanded=false> <label class=md-nav__title for=__nav_5> <span class="md-nav__icon md-icon"></span> Guides </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../guides/odin-migration-guide/ class=md-nav__link> <span class=md-ellipsis> Odin Migration </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_6> <label class=md-nav__link for=__nav_6 id=__nav_6_label tabindex=0> <span class=md-ellipsis> Contributing </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=1 aria-labelledby=__nav_6_label aria-expanded=false> <label class=md-nav__title for=__nav_6> <span class="md-nav__icon md-icon"></span> Contributing </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../project/contributing/ class=md-nav__link> <span class=md-ellipsis> Overview </span> </a> </li> <li class=md-nav__item> <a href=../contributing/testing-patterns/ class=md-nav__link> <span class=md-ellipsis> Testing Patterns </span> </a> </li> </ul> </nav> </li> <li class="md-nav__item md-nav__item--nested"> <input class="md-nav__toggle md-toggle md-toggle--indeterminate" type=checkbox id=__nav_7> <label class=md-nav__link for=__nav_7 id=__nav_7_label tabindex=0> <span class=md-ellipsis> Project </span> <span class="md-nav__icon md-icon"></span> </label> <nav class=md-nav data-md-level=1 aria-labelledby=__nav_7_label aria-expanded=false> <label class=md-nav__title for=__nav_7> <span class="md-nav__icon md-icon"></span> Project </label> <ul class=md-nav__list data-md-scrollfix> <li class=md-nav__item> <a href=../project/license/ class=md-nav__link> <span class=md-ellipsis> License </span> </a> </li> <li class=md-nav__item> <a href=../project/third-party-notices/ class=md-nav__link> <span class=md-ellipsis> Third-Party Notices </span> </a> </li> <li class=md-nav__item> <a href=../project/llms-txt/ class=md-nav__link> <span class=md-ellipsis> LLMs.txt </span> </a> </li> </ul> </nav> </li> </ul> </nav> </div> </div> </div> <div class=md-content data-md-component=content> <article class="md-content__inner md-typeset"> <a href=https://github.com/wallstop/unity-helpers/edit/main/docs/readme.md title="Edit this page" class="md-content__button md-icon" rel=edit> <svg xmlns=http://www.w3.org/2000/svg viewbox="0 0 24 24"><path d="M20.71 7.04c.39-.39.39-1.04 0-1.41l-2.34-2.34c-.37-.39-1.02-.39-1.41 0l-1.84 1.83 3.75 3.75M3 17.25V21h3.75L17.81 9.93l-3.75-3.75z"/></svg> </a> <a href=https://github.com/wallstop/unity-helpers/raw/main/docs/readme.md title="View source of this page" class="md-content__button md-icon"> <svg xmlns=http://www.w3.org/2000/svg viewbox="0 0 24 24"><path d="M12 9a3 3 0 0 0-3 3 3 3 0 0 0 3 3 3 3 0 0 0 3-3 3 3 0 0 0-3-3m0 8a5 5 0 0 1-5-5 5 5 0 0 1 5-5 5 5 0 0 1 5 5 5 5 0 0 1-5 5m0-12.5C7 4.5 2.73 7.61 1 12c1.73 4.39 6 7.5 11 7.5s9.27-3.11 11-7.5c-1.73-4.39-6-7.5-11-7.5"/></svg> </a> <h1 id=unity-helpers>Unity Helpers<a class=headerlink href=#unity-helpers title="Permanent link">¶</a></h1> <p align=center> <img src=images/unity-helpers-banner.svg alt="Unity Helpers Banner" width=800> </p> <p align=center> <a href=https://wallstop.github.io/unity-helpers/ ><img src="https://img.shields.io/badge/📖_Full_Documentation-Visit_the_Docs_Site-2ea44f?style=for-the-badge" alt="Full Documentation"></a> <a href=https://github.com/wallstop/unity-helpers/wiki><img src="https://img.shields.io/badge/📚_Wiki-Community_Resources-blue?style=for-the-badge" alt=Wiki></a> </p> <hr> <blockquote> <p><strong>🤖 AI Assistance Disclosure:</strong></p> <p>Recent versions of this project have utilized AI assistance for feature development, bug detection, performance optimization, and documentation.</p> <p>The original codebase was developed entirely by humans over several years.</p> </blockquote> <hr> <p align=left> <a href=LICENSE><img alt="License: MIT" src=https://img.shields.io/badge/License-MIT-blue.svg></a><br> <a href=https://unity.com/releases/2021-lts><img alt="Unity 2021.3+" src="https://img.shields.io/badge/Unity-2021.3%2B-000000?logo=unity&logoColor=white"></a><br> <a href=https://openupm.com/packages/com.wallstop-studios.unity-helpers/ ><img alt=OpenUPM src="https://img.shields.io/npm/v/com.wallstop-studios.unity-helpers?label=openupm®istry_uri=https://package.openupm.com"></a> <a href=https://www.npmjs.com/package/com.wallstop-studios.unity-helpers><img alt="npm version" src=https://img.shields.io/npm/v/com.wallstop-studios.unity-helpers></a> <a href=https://github.com/wallstop/unity-helpers/releases><img alt="GitHub release version" src=https://img.shields.io/github/v/release/wallstop/unity-helpers></a><br> <a href=https://github.com/wallstop/unity-helpers/actions/workflows/csharpier-autofix.yml><img alt=CSharpier src=https://github.com/wallstop/unity-helpers/actions/workflows/csharpier-autofix.yml/badge.svg></a> <a href=https://github.com/wallstop/unity-helpers/actions/workflows/markdown-json.yml><img alt="Markdown & JSON Lint/Format" src=https://github.com/wallstop/unity-helpers/actions/workflows/markdown-json.yml/badge.svg></a> <a href=https://github.com/wallstop/unity-helpers/actions/workflows/lint-doc-links.yml><img alt="Lint Docs Links" src=https://github.com/wallstop/unity-helpers/actions/workflows/lint-doc-links.yml/badge.svg></a><br> <a href=https://www.npmjs.com/package/com.wallstop-studios.unity-helpers><img alt="npm downloads" src=https://img.shields.io/npm/dw/com.wallstop-studios.unity-helpers></a> <a href=https://github.com/wallstop/unity-helpers/releases><img alt="GitHub downloads" src=https://img.shields.io/github/downloads/wallstop/unity-helpers/total></a> </p> <p><strong>Reduces boilerplate code for common Unity patterns.</strong></p> <p>Unity Helpers reduces repetitive work with tested utilities. Benchmarks show 10-15x faster random generation than Unity.Random and significant speedups for common reflection operations (see <a href=../performance/random-performance/ >performance docs</a>). From auto-wiring components to efficient spatial queries, this toolkit provides tools for Unity development.</p> <hr> <h2 id=quick-install>📦 Quick Install<a class=headerlink href=#quick-install title="Permanent link">¶</a></h2> <table> <thead> <tr> <th>Source</th> <th>Install Method</th> </tr> </thead> <tbody> <tr> <td><strong>OpenUPM</strong> (Recommended)</td> <td><code>openupm add com.wallstop-studios.unity-helpers</code></td> </tr> <tr> <td><strong>Git URL</strong></td> <td>Package Manager → Add from git URL → <code>https://github.com/wallstop/unity-helpers.git</code></td> </tr> <tr> <td><strong>NPM</strong></td> <td>Add scoped registry <code>https://registry.npmjs.org</code> → search <code>com.wallstop-studios.unity-helpers</code></td> </tr> <tr> <td><strong>Source</strong></td> <td>Import <a href=https://github.com/wallstop/unity-helpers/releases><code>.unitypackage</code></a> or clone repo</td> </tr> </tbody> </table> <p>👉 <a href=#installation>Full installation instructions</a> with step-by-step guides for each method.</p> <hr> <p><strong>Key Features:</strong></p> <ul> <li>🎨 <strong>Inspector tooling</strong> - Grouping, buttons, conditional display, toggle grids (free and open-source) — <a href=../guides/odin-migration-guide/ >Migration Guide</a></li> <li>⚡ <strong>10-15x faster</strong> random generation than Unity.Random in benchmarks</li> <li>🔌 <strong>Reduced boilerplate</strong> component wiring with attributes</li> <li>🎮 <strong>Designer-friendly</strong> effects system (buffs/debuffs as ScriptableObjects)</li> <li>🌳 <strong>O(log n)</strong> spatial queries instead of O(n) loops</li> <li>🛠️ <strong>20+ editor tools</strong> that automate sprite/animation workflows</li> <li>✅ <strong>8,000+ tests</strong></li> </ul> <hr> <p><strong>🗺️ Roadmap Snapshot</strong> — See the <a href=../overview/roadmap/ >Roadmap</a> for prioritized details.</p> <ul> <li>Inspector tooling: inline nested editors, tabbed navigation, live instrumentation, disable-if/layer attributes</li> <li>Editor automation: Animation Creator and Sprite Sheet Animation Creator enhancements, timeline-ready Event Editor upgrades, and new automation dashboards</li> <li>Random/statistics: CI statistical harness, automated quality reports, scenario samplers, job-safe stream schedulers</li> <li>Spatial trees: graduate the 3D variants, add incremental updates, physics-shape parity, and streaming builders</li> <li>UI Toolkit: control pack (dockable panes, data grids), theming samples, and performance patterns</li> <li>Utilities: cross-system bridges plus new math/combinatorics and service-pattern helpers</li> <li>Performance: automated benchmarks, Burst/Jobs rewrites of hot paths, and allocation analyzers</li> <li>Attributes & tags: effect visualization tools, attribute graphs, and migration/versioning helpers</li> <li>Relational components: cached reflection, source generators, editor-time validation, and interface-based resolution</li> </ul> <hr> <p><strong>📚 New to Unity Helpers?</strong> Start here: <a href=../overview/getting-started/ >Getting Started Guide</a></p> <p><strong>🔍 Looking for something specific?</strong> Check the <a href=../overview/ >Feature Index</a></p> <p><strong>❓ Need a definition?</strong> See the <a href=../overview/glossary/ >Glossary</a></p> <hr> <h2 id=first-time-here>👋 First Time Here?<a class=headerlink href=#first-time-here title="Permanent link">¶</a></h2> <p><strong>Choose your starting point:</strong></p> <table> <thead> <tr> <th>Your Problem</th> <th>Your Solution</th> <th>Time to Value</th> </tr> </thead> <tbody> <tr> <td>🎨 Writing custom editors</td> <td><a href=#1--inspector-tooling><strong>Inspector Tooling</strong></a> - Odin-level features, free</td> <td>~2 minutes</td> </tr> <tr> <td>🐌 Writing <code>GetComponent</code> everywhere</td> <td><a href=#2--auto-wire-components><strong>Relational Components</strong></a> - Auto-wire with attributes</td> <td>~2 minutes</td> </tr> <tr> <td>🎮 Need buffs/debuffs system</td> <td><a href=#3--data-driven-effects><strong>Effects System</strong></a> - Designer-friendly ScriptableObjects</td> <td>~5 minutes</td> </tr> <tr> <td>🔍 Slow spatial searches</td> <td><a href=#spatial-trees><strong>Spatial Trees</strong></a> - O(log n) queries</td> <td>~5 minutes</td> </tr> <tr> <td>🎲 Random is too slow/limited</td> <td><a href=#random-number-generators><strong>PRNG.Instance</strong></a> - 10-15x faster in benchmarks</td> <td>~1 minute</td> </tr> <tr> <td>💾 Need save/load system</td> <td><a href=#4--unity-aware-serialization><strong>Serialization</strong></a> - Unity types just work</td> <td>~10 minutes</td> </tr> <tr> <td>🛠️ Manual sprite workflows</td> <td><a href=#editor-tools><strong>Editor Tools</strong></a> - 20+ automation tools</td> <td>~3 minutes</td> </tr> </tbody> </table> <p><strong>Not sure where to start?</strong> → <a href=../overview/getting-started/ >Getting Started Guide</a> walks through the top 3 features in 5 minutes.</p> <hr> <h2 id=top-time-savers>⚡ Top Time-Savers<a class=headerlink href=#top-time-savers title="Permanent link">¶</a></h2> <p>These features reduce entire categories of repetitive work. Pick one that solves your immediate pain:</p> <h3 id=1-inspector-tooling>1. 🎨 Inspector Tooling<a class=headerlink href=#1-inspector-tooling title="Permanent link">¶</a></h3> <p>⏱️ <strong>5-10 min/script × 200 scripts = ~20 hours saved</strong> on custom editors</p> <p>Declarative inspector attributes reduce the need for custom PropertyDrawers and EditorGUI code:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-0-1> 1</a></span>
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<span class=normal><a href=#__codelineno-0-25>25</a></span>
<span class=normal><a href=#__codelineno-0-26>26</a></span>
<span class=normal><a href=#__codelineno-0-27>27</a></span>
<span class=normal><a href=#__codelineno-0-28>28</a></span>
<span class=normal><a href=#__codelineno-0-29>29</a></span>
<span class=normal><a href=#__codelineno-0-30>30</a></span>
<span class=normal><a href=#__codelineno-0-31>31</a></span>
<span class=normal><a href=#__codelineno-0-32>32</a></span>
<span class=normal><a href=#__codelineno-0-33>33</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-0-1><a id=__codelineno-0-1 name=__codelineno-0-1></a><span class=c1>// ❌ OLD WAY: 100+ lines of custom editor code</span>
</span><span id=__span-0-2><a id=__codelineno-0-2 name=__codelineno-0-2></a><span class=na>[CustomEditor(typeof(CharacterStats))]</span>
</span><span id=__span-0-3><a id=__codelineno-0-3 name=__codelineno-0-3></a><span class=k>public</span><span class=w> </span><span class=k>class</span><span class=w> </span><span class=nc>CharacterStatsEditor</span><span class=w> </span><span class=p>:</span><span class=w> </span><span class=n>Editor</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-0-4><a id=__codelineno-0-4 name=__codelineno-0-4></a><span class=w> </span><span class=c1>// ... SerializedProperty declarations ...</span>
</span><span id=__span-0-5><a id=__codelineno-0-5 name=__codelineno-0-5></a><span class=w> </span><span class=c1>// ... OnEnable setup ...</span>
</span><span id=__span-0-6><a id=__codelineno-0-6 name=__codelineno-0-6></a><span class=w> </span><span class=c1>// ... OnInspectorGUI with EditorGUI.BeginFoldoutHeaderGroup ...</span>
</span><span id=__span-0-7><a id=__codelineno-0-7 name=__codelineno-0-7></a><span class=w> </span><span class=c1>// ... Custom button rendering ...</span>
</span><span id=__span-0-8><a id=__codelineno-0-8 name=__codelineno-0-8></a><span class=w> </span><span class=c1>// ... Conditional field display logic ...</span>
</span><span id=__span-0-9><a id=__codelineno-0-9 name=__codelineno-0-9></a><span class=p>}</span>
</span><span id=__span-0-10><a id=__codelineno-0-10 name=__codelineno-0-10></a>
</span><span id=__span-0-11><a id=__codelineno-0-11 name=__codelineno-0-11></a><span class=c1>// ✅ NEW WAY: Declarative attributes, zero custom editors</span>
</span><span id=__span-0-12><a id=__codelineno-0-12 name=__codelineno-0-12></a><span class=k>public</span><span class=w> </span><span class=k>class</span><span class=w> </span><span class=nc>CharacterStats</span><span class=w> </span><span class=p>:</span><span class=w> </span><span class=n>MonoBehaviour</span>
</span><span id=__span-0-13><a id=__codelineno-0-13 name=__codelineno-0-13></a><span class=p>{</span>
</span><span id=__span-0-14><a id=__codelineno-0-14 name=__codelineno-0-14></a><span class=w> </span><span class=na>[WGroup("combat", "Combat Stats", collapsible: true)]</span>
</span><span id=__span-0-15><a id=__codelineno-0-15 name=__codelineno-0-15></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=kt>float</span><span class=w> </span><span class=n>maxHealth</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mf>100f</span><span class=p>;</span>
</span><span id=__span-0-16><a id=__codelineno-0-16 name=__codelineno-0-16></a><span class=w> </span><span class=na>[WGroupEnd("combat")]</span><span class=w> </span><span class=c1>// defense IS included, then group closes</span>
</span><span id=__span-0-17><a id=__codelineno-0-17 name=__codelineno-0-17></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=kt>float</span><span class=w> </span><span class=n>defense</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mf>10f</span><span class=p>;</span>
</span><span id=__span-0-18><a id=__codelineno-0-18 name=__codelineno-0-18></a>
</span><span id=__span-0-19><a id=__codelineno-0-19 name=__codelineno-0-19></a><span class=w> </span><span class=na>[WGroup("abilities", "Abilities", collapsible: true, startCollapsed: true)]</span>
</span><span id=__span-0-20><a id=__codelineno-0-20 name=__codelineno-0-20></a><span class=w> </span><span class=na>[System.Flags]</span><span class=w> </span><span class=k>public</span><span class=w> </span><span class=k>enum</span><span class=w> </span><span class=n>Powers</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=n>None</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>0</span><span class=p>,</span><span class=w> </span><span class=n>Fly</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>1</span><span class=p>,</span><span class=w> </span><span class=n>Strength</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>2</span><span class=p>,</span><span class=w> </span><span class=n>Speed</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>4</span><span class=w> </span><span class=p>}</span>
</span><span id=__span-0-21><a id=__codelineno-0-21 name=__codelineno-0-21></a><span class=w> </span><span class=na>[WEnumToggleButtons(showSelectAll: true, buttonsPerRow: 3)]</span>
</span><span id=__span-0-22><a id=__codelineno-0-22 name=__codelineno-0-22></a><span class=w> </span><span class=na>[WGroupEnd("abilities")]</span><span class=w> </span><span class=c1>// currentPowers IS included, then group closes</span>
</span><span id=__span-0-23><a id=__codelineno-0-23 name=__codelineno-0-23></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Powers</span><span class=w> </span><span class=n>currentPowers</span><span class=p>;</span>
</span><span id=__span-0-24><a id=__codelineno-0-24 name=__codelineno-0-24></a>
</span><span id=__span-0-25><a id=__codelineno-0-25 name=__codelineno-0-25></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=k>enum</span><span class=w> </span><span class=n>WeaponType</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=n>Melee</span><span class=p>,</span><span class=w> </span><span class=n>Ranged</span><span class=p>,</span><span class=w> </span><span class=n>Magic</span><span class=w> </span><span class=p>}</span>
</span><span id=__span-0-26><a id=__codelineno-0-26 name=__codelineno-0-26></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>WeaponType</span><span class=w> </span><span class=n>weaponType</span><span class=p>;</span>
</span><span id=__span-0-27><a id=__codelineno-0-27 name=__codelineno-0-27></a>
</span><span id=__span-0-28><a id=__codelineno-0-28 name=__codelineno-0-28></a><span class=w> </span><span class=na>[WShowIf(nameof(weaponType), WShowIfComparison.Equal, WeaponType.Ranged)]</span>
</span><span id=__span-0-29><a id=__codelineno-0-29 name=__codelineno-0-29></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=kt>int</span><span class=w> </span><span class=n>ammoCapacity</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>30</span><span class=p>;</span>
</span><span id=__span-0-30><a id=__codelineno-0-30 name=__codelineno-0-30></a>
</span><span id=__span-0-31><a id=__codelineno-0-31 name=__codelineno-0-31></a><span class=w> </span><span class=na>[WButton("Heal to Full", groupName: "Debug")]</span>
</span><span id=__span-0-32><a id=__codelineno-0-32 name=__codelineno-0-32></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=k>void</span><span class=w> </span><span class=nf>HealToFull</span><span class=p>()</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=n>maxHealth</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mf>100f</span><span class=p>;</span><span class=w> </span><span class=p>}</span>
</span><span id=__span-0-33><a id=__codelineno-0-33 name=__codelineno-0-33></a><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Features:</strong></p> <ul> <li><strong><a href=../features/inspector/inspector-grouping-attributes/ >WGroup</a></strong> - Boxed sections with auto-inclusion, collapsible headers, and animations when enabled</li> <li><strong><a href=../features/inspector/inspector-button/ >WButton</a></strong> - Method buttons with history, async support, cancellation</li> <li><strong><a href=../features/inspector/inspector-conditional-display/ >WShowIf</a></strong> - Conditional visibility (9 comparison operators)</li> <li><strong><a href=../features/inspector/inspector-selection-attributes/ >WEnumToggleButtons</a></strong> - Flag enums as visual toggle grids</li> <li><strong><a href=../features/serialization/serialization-types/ >SerializableDictionary</a></strong>, <strong><a href=../features/serialization/serialization-types/ >SerializableSet</a></strong>, <strong><a href=../features/serialization/serialization-types/ >WGuid</a></strong>, <strong><a href=../features/serialization/serialization-types/ >SerializableType</a></strong> - Collections Unity can't serialize</li> </ul> <p><a href=../features/inspector/inspector-overview/ >📖 Complete Inspector Guide</a> | <a href=../guides/odin-migration-guide/ >🔄 Odin Migration Guide</a></p> <hr> <h3 id=2-auto-wire-components>2. 🔌 Auto-Wire Components<a class=headerlink href=#2-auto-wire-components title="Permanent link">¶</a></h3> <p>⏱️ <strong>10-20 min/script × 100 scripts = ~20 hours saved</strong></p> <p>Reduces GetComponent boilerplate with attribute-based auto-wiring. Replace 20+ lines with 3 attributes:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-1-1> 1</a></span>
<span class=normal><a href=#__codelineno-1-2> 2</a></span>
<span class=normal><a href=#__codelineno-1-3> 3</a></span>
<span class=normal><a href=#__codelineno-1-4> 4</a></span>
<span class=normal><a href=#__codelineno-1-5> 5</a></span>
<span class=normal><a href=#__codelineno-1-6> 6</a></span>
<span class=normal><a href=#__codelineno-1-7> 7</a></span>
<span class=normal><a href=#__codelineno-1-8> 8</a></span>
<span class=normal><a href=#__codelineno-1-9> 9</a></span>
<span class=normal><a href=#__codelineno-1-10>10</a></span>
<span class=normal><a href=#__codelineno-1-11>11</a></span>
<span class=normal><a href=#__codelineno-1-12>12</a></span>
<span class=normal><a href=#__codelineno-1-13>13</a></span>
<span class=normal><a href=#__codelineno-1-14>14</a></span>
<span class=normal><a href=#__codelineno-1-15>15</a></span>
<span class=normal><a href=#__codelineno-1-16>16</a></span>
<span class=normal><a href=#__codelineno-1-17>17</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-1-1><a id=__codelineno-1-1 name=__codelineno-1-1></a><span class=c1>// ❌ OLD WAY: 20+ lines per script</span>
</span><span id=__span-1-2><a id=__codelineno-1-2 name=__codelineno-1-2></a><span class=k>void</span><span class=w> </span><span class=nf>Awake</span><span class=p>()</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-1-3><a id=__codelineno-1-3 name=__codelineno-1-3></a><span class=w> </span><span class=n>sprite</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>GetComponent</span><span class=o><</span><span class=n>SpriteRenderer</span><span class=o>></span><span class=p>();</span>
</span><span id=__span-1-4><a id=__codelineno-1-4 name=__codelineno-1-4></a><span class=w> </span><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>sprite</span><span class=w> </span><span class=o>==</span><span class=w> </span><span class=k>null</span><span class=p>)</span><span class=w> </span><span class=n>Debug</span><span class=p>.</span><span class=n>LogError</span><span class=p>(</span><span class=s>"Missing SpriteRenderer!"</span><span class=p>);</span>
</span><span id=__span-1-5><a id=__codelineno-1-5 name=__codelineno-1-5></a>
</span><span id=__span-1-6><a id=__codelineno-1-6 name=__codelineno-1-6></a><span class=w> </span><span class=n>rigidbody</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>GetComponentInParent</span><span class=o><</span><span class=n>Rigidbody2D</span><span class=o>></span><span class=p>();</span>
</span><span id=__span-1-7><a id=__codelineno-1-7 name=__codelineno-1-7></a><span class=w> </span><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>rigidbody</span><span class=w> </span><span class=o>==</span><span class=w> </span><span class=k>null</span><span class=p>)</span><span class=w> </span><span class=n>Debug</span><span class=p>.</span><span class=n>LogError</span><span class=p>(</span><span class=s>"Missing Rigidbody2D!"</span><span class=p>);</span>
</span><span id=__span-1-8><a id=__codelineno-1-8 name=__codelineno-1-8></a>
</span><span id=__span-1-9><a id=__codelineno-1-9 name=__codelineno-1-9></a><span class=w> </span><span class=n>colliders</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>GetComponentsInChildren</span><span class=o><</span><span class=n>Collider2D</span><span class=o>></span><span class=p>();</span>
</span><span id=__span-1-10><a id=__codelineno-1-10 name=__codelineno-1-10></a><span class=w> </span><span class=c1>// 15 more lines...</span>
</span><span id=__span-1-11><a id=__codelineno-1-11 name=__codelineno-1-11></a><span class=p>}</span>
</span><span id=__span-1-12><a id=__codelineno-1-12 name=__codelineno-1-12></a>
</span><span id=__span-1-13><a id=__codelineno-1-13 name=__codelineno-1-13></a><span class=c1>// ✅ NEW WAY: 4 lines total</span>
</span><span id=__span-1-14><a id=__codelineno-1-14 name=__codelineno-1-14></a><span class=na>[SiblingComponent]</span><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>SpriteRenderer</span><span class=w> </span><span class=n>sprite</span><span class=p>;</span>
</span><span id=__span-1-15><a id=__codelineno-1-15 name=__codelineno-1-15></a><span class=na>[ParentComponent]</span><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>Rigidbody2D</span><span class=w> </span><span class=n>rigidbody</span><span class=p>;</span>
</span><span id=__span-1-16><a id=__codelineno-1-16 name=__codelineno-1-16></a><span class=na>[ChildComponent]</span><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>Collider2D</span><span class=p>[]</span><span class=w> </span><span class=n>colliders</span><span class=p>;</span>
</span><span id=__span-1-17><a id=__codelineno-1-17 name=__codelineno-1-17></a><span class=k>void</span><span class=w> </span><span class=nf>Awake</span><span class=p>()</span><span class=w> </span><span class=o>=></span><span class=w> </span><span class=k>this</span><span class=p>.</span><span class=n>AssignRelationalComponents</span><span class=p>();</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Bonus:</strong> Works with VContainer/Zenject/Reflex for automatic DI + relational wiring!</p> <p><a href=../features/relational-components/relational-components/ >📖 Learn More</a> | See <code>Samples~/DI - VContainer</code>, <code>Samples~/DI - Zenject</code>, and <code>Samples~/DI - Reflex</code> folders in the repository for DI examples</p> <hr> <h3 id=3-data-driven-effects>3. 🎮 Data-Driven Effects<a class=headerlink href=#3-data-driven-effects title="Permanent link">¶</a></h3> <p>⏱️ <strong>2-4 hours/effect × 50 effects = ~150 hours saved</strong></p> <p>Designers create buffs/debuffs as ScriptableObjects. Zero programmer time after 20-minute setup:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-2-1>1</a></span>
<span class=normal><a href=#__codelineno-2-2>2</a></span>
<span class=normal><a href=#__codelineno-2-3>3</a></span>
<span class=normal><a href=#__codelineno-2-4>4</a></span>
<span class=normal><a href=#__codelineno-2-5>5</a></span>
<span class=normal><a href=#__codelineno-2-6>6</a></span>
<span class=normal><a href=#__codelineno-2-7>7</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-2-1><a id=__codelineno-2-1 name=__codelineno-2-1></a><span class=c1>// Create once (ScriptableObject in editor):</span>
</span><span id=__span-2-2><a id=__codelineno-2-2 name=__codelineno-2-2></a><span class=c1>// - HasteEffect: Speed × 1.5, duration 5s, tag "Haste", particle effect</span>
</span><span id=__span-2-3><a id=__codelineno-2-3 name=__codelineno-2-3></a>
</span><span id=__span-2-4><a id=__codelineno-2-4 name=__codelineno-2-4></a><span class=c1>// Use everywhere:</span>
</span><span id=__span-2-5><a id=__codelineno-2-5 name=__codelineno-2-5></a><span class=n>player</span><span class=p>.</span><span class=n>ApplyEffect</span><span class=p>(</span><span class=n>hasteEffect</span><span class=p>);</span><span class=w> </span><span class=c1>// Apply buff</span>
</span><span id=__span-2-6><a id=__codelineno-2-6 name=__codelineno-2-6></a><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>player</span><span class=p>.</span><span class=n>HasTag</span><span class=p>(</span><span class=s>"Stunned"</span><span class=p>))</span><span class=w> </span><span class=k>return</span><span class=p>;</span><span class=w> </span><span class=c1>// Query state</span>
</span><span id=__span-2-7><a id=__codelineno-2-7 name=__codelineno-2-7></a><span class=n>player</span><span class=p>.</span><span class=n>RemoveEffects</span><span class=p>(</span><span class=n>player</span><span class=p>.</span><span class=n>GetHandlesWithTag</span><span class=p>(</span><span class=s>"Haste"</span><span class=p>));</span><span class=w> </span><span class=c1>// Batch removal</span>
</span></code></pre></div></td></tr></table></div> <p><strong>What you get:</strong></p> <ul> <li>Automatic stacking & duration management</li> <li>Reference-counted tags for gameplay queries</li> <li>Cosmetic VFX/SFX that spawn/despawn automatically</li> <li>Designer-friendly iteration without code changes</li> </ul> <p><strong>Beyond buffs:</strong> Tags become a flexible capability system for AI decisions, permission gates, state management, and complex gameplay interactions (invulnerability, stealth, elemental systems).</p> <p><a href=../features/effects/effects-system/ >📖 Full Guide</a> | <a href=../features/effects/effects-system-tutorial/ >🚀 5-Minute Tutorial</a></p> <hr> <h3 id=4-unity-aware-serialization>4. 💾 Unity-Aware Serialization<a class=headerlink href=#4-unity-aware-serialization title="Permanent link">¶</a></h3> <p>⏱️ <strong>40+ hours on initial implementation</strong> + prevents player data loss</p> <p>JSON/Protobuf that understands <code>Vector3</code>, <code>GameObject</code>, <code>Color</code> - no custom converters needed:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-3-1> 1</a></span>
<span class=normal><a href=#__codelineno-3-2> 2</a></span>
<span class=normal><a href=#__codelineno-3-3> 3</a></span>
<span class=normal><a href=#__codelineno-3-4> 4</a></span>
<span class=normal><a href=#__codelineno-3-5> 5</a></span>
<span class=normal><a href=#__codelineno-3-6> 6</a></span>
<span class=normal><a href=#__codelineno-3-7> 7</a></span>
<span class=normal><a href=#__codelineno-3-8> 8</a></span>
<span class=normal><a href=#__codelineno-3-9> 9</a></span>
<span class=normal><a href=#__codelineno-3-10>10</a></span>
<span class=normal><a href=#__codelineno-3-11>11</a></span>
<span class=normal><a href=#__codelineno-3-12>12</a></span>
<span class=normal><a href=#__codelineno-3-13>13</a></span>
<span class=normal><a href=#__codelineno-3-14>14</a></span>
<span class=normal><a href=#__codelineno-3-15>15</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-3-1><a id=__codelineno-3-1 name=__codelineno-3-1></a><span class=c1>// Vector3, Color, GameObject references just work:</span>
</span><span id=__span-3-2><a id=__codelineno-3-2 name=__codelineno-3-2></a><span class=kt>var</span><span class=w> </span><span class=n>saveData</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>SaveData</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-3-3><a id=__codelineno-3-3 name=__codelineno-3-3></a><span class=w> </span><span class=n>playerPosition</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>Vector3</span><span class=p>(</span><span class=mi>1</span><span class=p>,</span><span class=w> </span><span class=mi>2</span><span class=p>,</span><span class=w> </span><span class=mi>3</span><span class=p>),</span>
</span><span id=__span-3-4><a id=__codelineno-3-4 name=__codelineno-3-4></a><span class=w> </span><span class=n>playerColor</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Color</span><span class=p>.</span><span class=n>cyan</span><span class=p>,</span>
</span><span id=__span-3-5><a id=__codelineno-3-5 name=__codelineno-3-5></a><span class=w> </span><span class=n>inventory</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>List</span><span class=o><</span><span class=n>GameObject</span><span class=o>></span><span class=p>()</span>
</span><span id=__span-3-6><a id=__codelineno-3-6 name=__codelineno-3-6></a><span class=p>};</span>
</span><span id=__span-3-7><a id=__codelineno-3-7 name=__codelineno-3-7></a>
</span><span id=__span-3-8><a id=__codelineno-3-8 name=__codelineno-3-8></a><span class=c1>// One line to save:</span>
</span><span id=__span-3-9><a id=__codelineno-3-9 name=__codelineno-3-9></a><span class=kt>byte</span><span class=p>[]</span><span class=w> </span><span class=n>data</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>JsonSerialize</span><span class=p>(</span><span class=n>saveData</span><span class=p>);</span>
</span><span id=__span-3-10><a id=__codelineno-3-10 name=__codelineno-3-10></a>
</span><span id=__span-3-11><a id=__codelineno-3-11 name=__codelineno-3-11></a><span class=c1>// Schema evolution = never break old saves:</span>
</span><span id=__span-3-12><a id=__codelineno-3-12 name=__codelineno-3-12></a><span class=na>[ProtoMember(1)]</span><span class=w> </span><span class=k>public</span><span class=w> </span><span class=kt>int</span><span class=w> </span><span class=n>gold</span><span class=p>;</span>
</span><span id=__span-3-13><a id=__codelineno-3-13 name=__codelineno-3-13></a><span class=na>[ProtoMember(2)]</span><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Vector3</span><span class=w> </span><span class=n>position</span><span class=p>;</span>
</span><span id=__span-3-14><a id=__codelineno-3-14 name=__codelineno-3-14></a><span class=c1>// Adding new field? Old saves still load!</span>
</span><span id=__span-3-15><a id=__codelineno-3-15 name=__codelineno-3-15></a><span class=na>[ProtoMember(3)]</span><span class=w> </span><span class=k>public</span><span class=w> </span><span class=kt>int</span><span class=w> </span><span class=n>level</span><span class=p>;</span><span class=w> </span><span class=c1>// Safe to add</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Real-world impact:</strong> Ship updates without worrying about corrupting player saves.</p> <p><a href=../features/serialization/serialization/ >📖 Serialization Guide</a></p> <hr> <h3 id=5-object-pooling>5. 🎱 Object Pooling<a class=headerlink href=#5-object-pooling title="Permanent link">¶</a></h3> <p>⏱️ <strong>Reduces GC spikes</strong> = 5-10 FPS improvement in complex scenes</p> <p>Zero-allocation queries with automatic cleanup. Thread-safe pooling in one line:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-4-1> 1</a></span>
<span class=normal><a href=#__codelineno-4-2> 2</a></span>
<span class=normal><a href=#__codelineno-4-3> 3</a></span>
<span class=normal><a href=#__codelineno-4-4> 4</a></span>
<span class=normal><a href=#__codelineno-4-5> 5</a></span>
<span class=normal><a href=#__codelineno-4-6> 6</a></span>
<span class=normal><a href=#__codelineno-4-7> 7</a></span>
<span class=normal><a href=#__codelineno-4-8> 8</a></span>
<span class=normal><a href=#__codelineno-4-9> 9</a></span>
<span class=normal><a href=#__codelineno-4-10>10</a></span>
<span class=normal><a href=#__codelineno-4-11>11</a></span>
<span class=normal><a href=#__codelineno-4-12>12</a></span>
<span class=normal><a href=#__codelineno-4-13>13</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-4-1><a id=__codelineno-4-1 name=__codelineno-4-1></a><span class=c1>// Get pooled buffer - automatically returned on scope exit</span>
</span><span id=__span-4-2><a id=__codelineno-4-2 name=__codelineno-4-2></a><span class=k>void</span><span class=w> </span><span class=nf>ProcessEnemies</span><span class=p>(</span><span class=n>QuadTree2D</span><span class=o><</span><span class=n>Enemy</span><span class=o>></span><span class=w> </span><span class=n>enemyTree</span><span class=p>)</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-4-3><a id=__codelineno-4-3 name=__codelineno-4-3></a><span class=w> </span><span class=k>using</span><span class=w> </span><span class=nn>var</span><span class=w> </span><span class=n>lease</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Buffers</span><span class=o><</span><span class=n>Enemy</span><span class=o>></span><span class=p>.</span><span class=n>List</span><span class=p>.</span><span class=n>Get</span><span class=p>(</span><span class=k>out</span><span class=w> </span><span class=n>List</span><span class=o><</span><span class=n>Enemy</span><span class=o>></span><span class=w> </span><span class=n>buffer</span><span class=p>);</span>
</span><span id=__span-4-4><a id=__codelineno-4-4 name=__codelineno-4-4></a>
</span><span id=__span-4-5><a id=__codelineno-4-5 name=__codelineno-4-5></a><span class=w> </span><span class=c1>// Use it for spatial query - zero allocations!</span>
</span><span id=__span-4-6><a id=__codelineno-4-6 name=__codelineno-4-6></a><span class=w> </span><span class=n>enemyTree</span><span class=p>.</span><span class=n>GetElementsInRange</span><span class=p>(</span><span class=n>playerPos</span><span class=p>,</span><span class=w> </span><span class=mf>10f</span><span class=p>,</span><span class=w> </span><span class=n>buffer</span><span class=p>);</span>
</span><span id=__span-4-7><a id=__codelineno-4-7 name=__codelineno-4-7></a>
</span><span id=__span-4-8><a id=__codelineno-4-8 name=__codelineno-4-8></a><span class=w> </span><span class=k>foreach</span><span class=w> </span><span class=p>(</span><span class=n>Enemy</span><span class=w> </span><span class=n>enemy</span><span class=w> </span><span class=k>in</span><span class=w> </span><span class=n>buffer</span><span class=p>)</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-4-9><a id=__codelineno-4-9 name=__codelineno-4-9></a><span class=w> </span><span class=n>enemy</span><span class=p>.</span><span class=n>TakeDamage</span><span class=p>(</span><span class=mf>5f</span><span class=p>);</span>
</span><span id=__span-4-10><a id=__codelineno-4-10 name=__codelineno-4-10></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-4-11><a id=__codelineno-4-11 name=__codelineno-4-11></a>
</span><span id=__span-4-12><a id=__codelineno-4-12 name=__codelineno-4-12></a><span class=w> </span><span class=c1>// Buffer automatically returned to pool here - no cleanup needed</span>
</span><span id=__span-4-13><a id=__codelineno-4-13 name=__codelineno-4-13></a><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Why this matters:</strong></p> <ul> <li>Stable 60 FPS under load (no GC spikes)</li> <li>AI systems querying hundreds of neighbors per frame</li> <li>Particle systems with thousands of particles</li> <li>Works for List, HashSet, Stack, Queue, and Arrays</li> </ul> <p><a href=#buffering-pattern>📖 Buffering Pattern</a></p> <hr> <h3 id=6-editor-tools-suite>6. 🛠️ Editor Tools Suite<a class=headerlink href=#6-editor-tools-suite title="Permanent link">¶</a></h3> <p>⏱️ <strong>1-2 hours/operation × weekly use = ~100 hours/year</strong></p> <p>20+ tools that automate sprite cropping, animation creation, atlas generation, prefab validation:</p> <p><strong>Common workflows:</strong></p> <ul> <li><strong>Sprite Cropper</strong>: Add or remove transparent pixels from 500 sprites → 1 click (was: 30 minutes in Photoshop)</li> <li><strong>Animation Creator</strong>: Bulk-create clips from naming patterns (<code>walk_0001.png</code>) → 1 minute (was: 20 minutes)</li> <li><strong>Prefab Checker</strong>: Validate 200 prefabs for missing references → 1 click (was: manual QA)</li> <li><strong>Atlas Generator</strong>: Create sprite atlases from regex/labels → automated (was: manual setup)</li> </ul> <p><a href=../features/editor-tools/editor-tools-guide/ >📖 Editor Tools Guide</a></p> <hr> <h2 id=batteries-included-extensions>🎁 Batteries-Included Extensions<a class=headerlink href=#batteries-included-extensions title="Permanent link">¶</a></h2> <p>Unity Helpers includes 200+ extension methods for common Unity operations:</p> <h3 id=unity-type-extensions>Unity Type Extensions<a class=headerlink href=#unity-type-extensions title="Permanent link">¶</a></h3> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-5-1> 1</a></span>
<span class=normal><a href=#__codelineno-5-2> 2</a></span>
<span class=normal><a href=#__codelineno-5-3> 3</a></span>
<span class=normal><a href=#__codelineno-5-4> 4</a></span>
<span class=normal><a href=#__codelineno-5-5> 5</a></span>
<span class=normal><a href=#__codelineno-5-6> 6</a></span>
<span class=normal><a href=#__codelineno-5-7> 7</a></span>
<span class=normal><a href=#__codelineno-5-8> 8</a></span>
<span class=normal><a href=#__codelineno-5-9> 9</a></span>
<span class=normal><a href=#__codelineno-5-10>10</a></span>
<span class=normal><a href=#__codelineno-5-11>11</a></span>
<span class=normal><a href=#__codelineno-5-12>12</a></span>
<span class=normal><a href=#__codelineno-5-13>13</a></span>
<span class=normal><a href=#__codelineno-5-14>14</a></span>
<span class=normal><a href=#__codelineno-5-15>15</a></span>
<span class=normal><a href=#__codelineno-5-16>16</a></span>
<span class=normal><a href=#__codelineno-5-17>17</a></span>
<span class=normal><a href=#__codelineno-5-18>18</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-5-1><a id=__codelineno-5-1 name=__codelineno-5-1></a><span class=c1>// Color averaging (4 methods: LAB, HSV, Weighted, Dominant)</span>
</span><span id=__span-5-2><a id=__codelineno-5-2 name=__codelineno-5-2></a><span class=n>Color</span><span class=w> </span><span class=n>teamColor</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>sprite</span><span class=p>.</span><span class=n>GetAverageColor</span><span class=p>(</span><span class=n>ColorAveragingMethod</span><span class=p>.</span><span class=n>LAB</span><span class=p>);</span><span class=w> </span><span class=c1>// Perceptually accurate</span>
</span><span id=__span-5-3><a id=__codelineno-5-3 name=__codelineno-5-3></a>
</span><span id=__span-5-4><a id=__codelineno-5-4 name=__codelineno-5-4></a><span class=c1>// Collider auto-fitting</span>
</span><span id=__span-5-5><a id=__codelineno-5-5 name=__codelineno-5-5></a><span class=n>polygonCollider</span><span class=p>.</span><span class=n>UpdateShapeToSprite</span><span class=p>();</span><span class=w> </span><span class=c1>// Instant sprite → collider sync</span>
</span><span id=__span-5-6><a id=__codelineno-5-6 name=__codelineno-5-6></a>
</span><span id=__span-5-7><a id=__codelineno-5-7 name=__codelineno-5-7></a><span class=c1>// Smooth direction rotation (returns rotated direction vector)</span>
</span><span id=__span-5-8><a id=__codelineno-5-8 name=__codelineno-5-8></a><span class=n>Vector2</span><span class=w> </span><span class=n>facing</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Helpers</span><span class=p>.</span><span class=n>GetAngleWithSpeed</span><span class=p>(</span><span class=n>targetDirection</span><span class=p>,</span><span class=w> </span><span class=n>currentFacing</span><span class=p>,</span><span class=w> </span><span class=n>rotationSpeed</span><span class=p>);</span>
</span><span id=__span-5-9><a id=__codelineno-5-9 name=__codelineno-5-9></a>
</span><span id=__span-5-10><a id=__codelineno-5-10 name=__codelineno-5-10></a><span class=c1>// Safe destruction (works in editor AND runtime)</span>
</span><span id=__span-5-11><a id=__codelineno-5-11 name=__codelineno-5-11></a><span class=n>gameObject</span><span class=p>.</span><span class=n>SmartDestroy</span><span class=p>();</span><span class=w> </span><span class=c1>// No more #if UNITY_EDITOR everywhere</span>
</span><span id=__span-5-12><a id=__codelineno-5-12 name=__codelineno-5-12></a>
</span><span id=__span-5-13><a id=__codelineno-5-13 name=__codelineno-5-13></a><span class=c1>// Camera world bounds</span>
</span><span id=__span-5-14><a id=__codelineno-5-14 name=__codelineno-5-14></a><span class=n>Bounds</span><span class=w> </span><span class=n>visibleArea</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Camera</span><span class=p>.</span><span class=n>main</span><span class=p>.</span><span class=n>OrthographicBounds</span><span class=p>();</span><span class=w> </span><span class=c1>// For culling/spawning</span>
</span><span id=__span-5-15><a id=__codelineno-5-15 name=__codelineno-5-15></a>
</span><span id=__span-5-16><a id=__codelineno-5-16 name=__codelineno-5-16></a><span class=c1>// Predictive targeting (intercept moving targets)</span>
</span><span id=__span-5-17><a id=__codelineno-5-17 name=__codelineno-5-17></a><span class=n>Vector2</span><span class=w> </span><span class=n>aimPoint</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>target</span><span class=p>.</span><span class=n>PredictCurrentTarget</span><span class=p>(</span><span class=n>shooter</span><span class=p>.</span><span class=n>position</span><span class=p>,</span><span class=w> </span><span class=n>projectileSpeed</span><span class=p>,</span><span class=w> </span><span class=n>predictiveFiring</span><span class=p>:</span><span class=w> </span><span class=k>true</span><span class=p>,</span><span class=w> </span><span class=n>targetVelocity</span><span class=p>);</span>
</span><span id=__span-5-18><a id=__codelineno-5-18 name=__codelineno-5-18></a><span class=n>turret</span><span class=p>.</span><span class=n>transform</span><span class=p>.</span><span class=n>up</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=p>(</span><span class=n>aimPoint</span><span class=w> </span><span class=o>-</span><span class=w> </span><span class=p>(</span><span class=n>Vector2</span><span class=p>)</span><span class=n>shooter</span><span class=p>.</span><span class=n>position</span><span class=p>).</span><span class=n>normalized</span><span class=p>;</span>
</span></code></pre></div></td></tr></table></div> <h3 id=math-that-should-be-built-in>Math That Should Be Built-In<a class=headerlink href=#math-that-should-be-built-in title="Permanent link">¶</a></h3> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-6-1> 1</a></span>
<span class=normal><a href=#__codelineno-6-2> 2</a></span>
<span class=normal><a href=#__codelineno-6-3> 3</a></span>
<span class=normal><a href=#__codelineno-6-4> 4</a></span>
<span class=normal><a href=#__codelineno-6-5> 5</a></span>
<span class=normal><a href=#__codelineno-6-6> 6</a></span>
<span class=normal><a href=#__codelineno-6-7> 7</a></span>
<span class=normal><a href=#__codelineno-6-8> 8</a></span>
<span class=normal><a href=#__codelineno-6-9> 9</a></span>
<span class=normal><a href=#__codelineno-6-10>10</a></span>
<span class=normal><a href=#__codelineno-6-11>11</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-6-1><a id=__codelineno-6-1 name=__codelineno-6-1></a><span class=c1>// Positive modulo (no more negative results!)</span>
</span><span id=__span-6-2><a id=__codelineno-6-2 name=__codelineno-6-2></a><span class=kt>int</span><span class=w> </span><span class=n>index</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=p>(</span><span class=o>-</span><span class=mi>1</span><span class=p>).</span><span class=n>PositiveMod</span><span class=p>(</span><span class=n>array</span><span class=p>.</span><span class=n>Length</span><span class=p>);</span><span class=w> </span><span class=c1>// 4, not -1</span>
</span><span id=__span-6-3><a id=__codelineno-6-3 name=__codelineno-6-3></a>
</span><span id=__span-6-4><a id=__codelineno-6-4 name=__codelineno-6-4></a><span class=c1>// Wrapped add for ring buffers</span>
</span><span id=__span-6-5><a id=__codelineno-6-5 name=__codelineno-6-5></a><span class=n>index</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>index</span><span class=p>.</span><span class=n>WrappedAdd</span><span class=p>(</span><span class=mi>2</span><span class=p>,</span><span class=w> </span><span class=n>capacity</span><span class=p>);</span><span class=w> </span><span class=c1>// Handles overflow correctly</span>
</span><span id=__span-6-6><a id=__codelineno-6-6 name=__codelineno-6-6></a>
</span><span id=__span-6-7><a id=__codelineno-6-7 name=__codelineno-6-7></a><span class=c1>// Approximate equality with tolerance</span>
</span><span id=__span-6-8><a id=__codelineno-6-8 name=__codelineno-6-8></a><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>transform</span><span class=p>.</span><span class=n>position</span><span class=p>.</span><span class=n>x</span><span class=p>.</span><span class=n>Approximately</span><span class=p>(</span><span class=n>target</span><span class=p>.</span><span class=n>x</span><span class=p>,</span><span class=w> </span><span class=mf>0.01f</span><span class=p>))</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=cm>/* close enough */</span><span class=w> </span><span class=p>}</span>
</span><span id=__span-6-9><a id=__codelineno-6-9 name=__codelineno-6-9></a>
</span><span id=__span-6-10><a id=__codelineno-6-10 name=__codelineno-6-10></a><span class=c1>// Polyline simplification (Douglas–Peucker)</span>
</span><span id=__span-6-11><a id=__codelineno-6-11 name=__codelineno-6-11></a><span class=n>List</span><span class=o><</span><span class=n>Vector2</span><span class=o>></span><span class=w> </span><span class=n>simplified</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>LineHelper</span><span class=p>.</span><span class=n>Simplify</span><span class=p>(</span><span class=n>path</span><span class=p>,</span><span class=w> </span><span class=n>epsilon</span><span class=p>:</span><span class=w> </span><span class=mf>0.5f</span><span class=p>);</span><span class=w> </span><span class=c1>// Reduce pathfinding waypoints</span>
</span></code></pre></div></td></tr></table></div> <h3 id=collection-utilities>Collection Utilities<a class=headerlink href=#collection-utilities title="Permanent link">¶</a></h3> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-7-1> 1</a></span>
<span class=normal><a href=#__codelineno-7-2> 2</a></span>
<span class=normal><a href=#__codelineno-7-3> 3</a></span>
<span class=normal><a href=#__codelineno-7-4> 4</a></span>
<span class=normal><a href=#__codelineno-7-5> 5</a></span>
<span class=normal><a href=#__codelineno-7-6> 6</a></span>
<span class=normal><a href=#__codelineno-7-7> 7</a></span>
<span class=normal><a href=#__codelineno-7-8> 8</a></span>
<span class=normal><a href=#__codelineno-7-9> 9</a></span>
<span class=normal><a href=#__codelineno-7-10>10</a></span>
<span class=normal><a href=#__codelineno-7-11>11</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-7-1><a id=__codelineno-7-1 name=__codelineno-7-1></a><span class=c1>// Infinite iterator (no extra allocation)</span>
</span><span id=__span-7-2><a id=__codelineno-7-2 name=__codelineno-7-2></a><span class=k>foreach</span><span class=w> </span><span class=p>(</span><span class=kt>var</span><span class=w> </span><span class=n>item</span><span class=w> </span><span class=k>in</span><span class=w> </span><span class=n>itemList</span><span class=p>.</span><span class=n>Infinite</span><span class=p>())</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=cm>/* cycles infinitely */</span><span class=w> </span><span class=p>}</span>
</span><span id=__span-7-3><a id=__codelineno-7-3 name=__codelineno-7-3></a>
</span><span id=__span-7-4><a id=__codelineno-7-4 name=__codelineno-7-4></a><span class=c1>// Aggregate bounds from multiple renderers</span>
</span><span id=__span-7-5><a id=__codelineno-7-5 name=__codelineno-7-5></a><span class=n>Bounds</span><span class=o>?</span><span class=w> </span><span class=n>combined</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>renderers</span><span class=p>.</span><span class=n>Select</span><span class=p>(</span><span class=n>r</span><span class=w> </span><span class=o>=></span><span class=w> </span><span class=n>r</span><span class=p>.</span><span class=n>bounds</span><span class=p>).</span><span class=n>GetBounds</span><span class=p>();</span>
</span><span id=__span-7-6><a id=__codelineno-7-6 name=__codelineno-7-6></a>
</span><span id=__span-7-7><a id=__codelineno-7-7 name=__codelineno-7-7></a><span class=c1>// String similarity for fuzzy search</span>
</span><span id=__span-7-8><a id=__codelineno-7-8 name=__codelineno-7-8></a><span class=kt>int</span><span class=w> </span><span class=n>distance</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>playerName</span><span class=p>.</span><span class=n>LevenshteinDistance</span><span class=p>(</span><span class=s>"jon"</span><span class=p>);</span><span class=w> </span><span class=c1>// "john" = 1, close match!</span>
</span><span id=__span-7-9><a id=__codelineno-7-9 name=__codelineno-7-9></a>
</span><span id=__span-7-10><a id=__codelineno-7-10 name=__codelineno-7-10></a><span class=c1>// Case conversions (6 styles: Pascal, Camel, Snake, Kebab, Title, Constant)</span>
</span><span id=__span-7-11><a id=__codelineno-7-11 name=__codelineno-7-11></a><span class=kt>string</span><span class=w> </span><span class=n>apiKey</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=s>"user_name"</span><span class=p>.</span><span class=n>ToPascalCase</span><span class=p>();</span><span class=w> </span><span class=c1>// "UserName"</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Full list:</strong> <a href=../features/utilities/math-and-extensions/ >Math & Extensions Guide</a> | <a href=../features/utilities/reflection-helpers/ >Reflection Helpers</a></p> <hr> <h2 id=additional-utilities>💎 Additional Utilities<a class=headerlink href=#additional-utilities title="Permanent link">¶</a></h2> <p>These utilities solve specific problems that waste hours if you implement them yourself:</p> <table> <thead> <tr> <th>Feature</th> <th>What It Does</th> <th>Time Saved</th> </tr> </thead> <tbody> <tr> <td><strong><a href=../features/utilities/helper-utilities/#predictive-aiming>Predictive Targeting</a></strong></td> <td>Accurate ballistics for turrets/missiles in one call</td> <td>2-3 hours per shooting system</td> </tr> <tr> <td><strong><a href=../features/utilities/math-and-extensions/#unity-extensions>Coroutine Jitter</a></strong></td> <td>Prevents 100 enemies polling on same frame</td> <td>Reduces frame spikes</td> </tr> <tr> <td><strong><a href=../features/utilities/reflection-helpers/ >IL-Emitted Reflection</a></strong></td> <td>Up to 12x faster than System.Reflection for method invocations, IL2CPP safe</td> <td>Critical for serialization/modding</td> </tr> <tr> <td><strong><a href=../features/utilities/helper-utilities/#smart-destruction>SmartDestroy()</a></strong></td> <td>Editor/runtime safe destruction (no scene corruption)</td> <td>Prevents countless debugging hours</td> </tr> <tr> <td><strong><a href=../features/spatial/hulls/ >Convex/Concave Hulls</a></strong></td> <td>Generate territory borders from point clouds</td> <td>4-6 hours per hull algorithm</td> </tr> <tr> <td><strong><a href=../features/logging/logging-extensions/ >Logging Extensions</a></strong></td> <td>Rich tags, thread-aware logs, per-object toggles</td> <td>Keeps consoles readable + actionable</td> </tr> </tbody> </table> <hr> <h2 id=design-philosophy>Design Philosophy<a class=headerlink href=#design-philosophy title="Permanent link">¶</a></h2> <p>Unity Helpers reduces repetitive work by providing tested utilities for common Unity patterns, including GetComponent boilerplate, spatial query loops, and save/load systems.</p> <p><strong>Built for Real Projects:</strong></p> <ul> <li>✅ <strong>Tested</strong> in shipped commercial games</li> <li>✅ <strong>8,000+ automated tests</strong> catch edge cases before you hit them</li> <li>✅ <strong>Minimal external dependencies</strong> - depends on protobuf-net for binary serialization</li> <li>✅ <strong>IL2CPP/WebGL ready</strong> with optimized SINGLE_THREADED paths</li> <li>✅ <strong>MIT Licensed</strong> - use freely in commercial projects</li> </ul> <p><strong>Who This Is For:</strong></p> <ul> <li><strong>Indie devs</strong> who need tools without enterprise overhead</li> <li><strong>Teams</strong> who value performance and want their junior devs to use tested code</li> <li><strong>Senior engineers</strong> who want to avoid re-implementing the same utilities every project</li> </ul> <hr> <h2 id=installation>Installation<a class=headerlink href=#installation title="Permanent link">¶</a></h2> <p>Unity Helpers is available from multiple sources. Choose the one that best fits your workflow:</p> <table> <thead> <tr> <th>Source</th> <th>Best For</th> <th>Auto-Updates</th> </tr> </thead> <tbody> <tr> <td><a href=#from-openupm-recommended>OpenUPM</a></td> <td>Most users, easy version management</td> <td>✅ Yes</td> </tr> <tr> <td><a href=#from-git-url>Git URL</a></td> <td>Latest commits, CI/CD pipelines</td> <td>✅ Yes</td> </tr> <tr> <td><a href=#from-npm-registry>NPM Registry</a></td> <td>Teams already using NPM</td> <td>✅ Yes</td> </tr> <tr> <td><a href=#from-source>Source</a></td> <td>Offline, modifications needed</td> <td>❌ Manual</td> </tr> </tbody> </table> <h3 id=from-openupm-recommended>From OpenUPM (Recommended)<a class=headerlink href=#from-openupm-recommended title="Permanent link">¶</a></h3> <p><a href=https://openupm.com/packages/com.wallstop-studios.unity-helpers/ >OpenUPM</a> is the recommended installation method for easy version management and updates.</p> <h4 id=option-a-via-package-manager-ui>Option A: Via Package Manager UI<a class=headerlink href=#option-a-via-package-manager-ui title="Permanent link">¶</a></h4> <ol> <li>Open <strong>Edit → Project Settings → Package Manager</strong></li> <li>Under <strong>Scoped Registries</strong>, click <strong>+</strong> to add a new registry:</li> <li><strong>Name</strong>: <code>OpenUPM</code></li> <li><strong>URL</strong>: <code>https://package.openupm.com</code></li> <li><strong>Scope(s)</strong>: <code>com.wallstop-studios</code></li> <li>Click <strong>Save</strong></li> <li>Open <strong>Window → Package Manager</strong></li> <li>Change the dropdown to <strong>My Registries</strong></li> <li>Find and install <code>Unity Helpers</code></li> </ol> <h4 id=option-b-via-openupm-cli>Option B: Via OpenUPM CLI<a class=headerlink href=#option-b-via-openupm-cli title="Permanent link">¶</a></h4> <p>If you have the <a href=https://openupm.com/docs/ >OpenUPM CLI</a> installed:</p> <div class="language-bash highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>Bash</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-8-1>1</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-8-1><a id=__codelineno-8-1 name=__codelineno-8-1></a>openupm<span class=w> </span>add<span class=w> </span>com.wallstop-studios.unity-helpers
</span></code></pre></div></td></tr></table></div> <h4 id=option-c-manual-manifestjson>Option C: Manual manifest.json<a class=headerlink href=#option-c-manual-manifestjson title="Permanent link">¶</a></h4> <p>Add to your <code>Packages/manifest.json</code>:</p> <div class="language-json highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>JSON</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-9-1> 1</a></span>
<span class=normal><a href=#__codelineno-9-2> 2</a></span>
<span class=normal><a href=#__codelineno-9-3> 3</a></span>
<span class=normal><a href=#__codelineno-9-4> 4</a></span>
<span class=normal><a href=#__codelineno-9-5> 5</a></span>
<span class=normal><a href=#__codelineno-9-6> 6</a></span>
<span class=normal><a href=#__codelineno-9-7> 7</a></span>
<span class=normal><a href=#__codelineno-9-8> 8</a></span>
<span class=normal><a href=#__codelineno-9-9> 9</a></span>
<span class=normal><a href=#__codelineno-9-10>10</a></span>
<span class=normal><a href=#__codelineno-9-11>11</a></span>
<span class=normal><a href=#__codelineno-9-12>12</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-9-1><a id=__codelineno-9-1 name=__codelineno-9-1></a><span class=p>{</span>
</span><span id=__span-9-2><a id=__codelineno-9-2 name=__codelineno-9-2></a><span class=w> </span><span class=nt>"scopedRegistries"</span><span class=p>:</span><span class=w> </span><span class=p>[</span>
</span><span id=__span-9-3><a id=__codelineno-9-3 name=__codelineno-9-3></a><span class=w> </span><span class=p>{</span>
</span><span id=__span-9-4><a id=__codelineno-9-4 name=__codelineno-9-4></a><span class=w> </span><span class=nt>"name"</span><span class=p>:</span><span class=w> </span><span class=s2>"OpenUPM"</span><span class=p>,</span>
</span><span id=__span-9-5><a id=__codelineno-9-5 name=__codelineno-9-5></a><span class=w> </span><span class=nt>"url"</span><span class=p>:</span><span class=w> </span><span class=s2>"https://package.openupm.com"</span><span class=p>,</span>
</span><span id=__span-9-6><a id=__codelineno-9-6 name=__codelineno-9-6></a><span class=w> </span><span class=nt>"scopes"</span><span class=p>:</span><span class=w> </span><span class=p>[</span><span class=s2>"com.wallstop-studios"</span><span class=p>]</span>
</span><span id=__span-9-7><a id=__codelineno-9-7 name=__codelineno-9-7></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-9-8><a id=__codelineno-9-8 name=__codelineno-9-8></a><span class=w> </span><span class=p>],</span>
</span><span id=__span-9-9><a id=__codelineno-9-9 name=__codelineno-9-9></a><span class=w> </span><span class=nt>"dependencies"</span><span class=p>:</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-9-10><a id=__codelineno-9-10 name=__codelineno-9-10></a><span class=w> </span><span class=nt>"com.wallstop-studios.unity-helpers"</span><span class=p>:</span><span class=w> </span><span class=s2>"3.1.0"</span>
</span><span id=__span-9-11><a id=__codelineno-9-11 name=__codelineno-9-11></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-9-12><a id=__codelineno-9-12 name=__codelineno-9-12></a><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <h3 id=from-git-url>From Git URL<a class=headerlink href=#from-git-url title="Permanent link">¶</a></h3> <p>Install directly from GitHub for the latest version:</p> <ol> <li>Open <strong>Window → Package Manager</strong></li> <li>Click <strong>+</strong> → <strong>Add package from git URL...</strong></li> <li>Enter: <code>https://github.com/wallstop/unity-helpers.git</code></li> </ol> <p><strong>OR</strong> add to your <code>Packages/manifest.json</code>:</p> <div class="language-json highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>JSON</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-10-1>1</a></span>
<span class=normal><a href=#__codelineno-10-2>2</a></span>
<span class=normal><a href=#__codelineno-10-3>3</a></span>
<span class=normal><a href=#__codelineno-10-4>4</a></span>
<span class=normal><a href=#__codelineno-10-5>5</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-10-1><a id=__codelineno-10-1 name=__codelineno-10-1></a><span class=p>{</span>
</span><span id=__span-10-2><a id=__codelineno-10-2 name=__codelineno-10-2></a><span class=w> </span><span class=nt>"dependencies"</span><span class=p>:</span><span class=w> </span><span class=p>{</span>
</span><span id=__span-10-3><a id=__codelineno-10-3 name=__codelineno-10-3></a><span class=w> </span><span class=nt>"com.wallstop-studios.unity-helpers"</span><span class=p>:</span><span class=w> </span><span class=s2>"https://github.com/wallstop/unity-helpers.git"</span>
</span><span id=__span-10-4><a id=__codelineno-10-4 name=__codelineno-10-4></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-10-5><a id=__codelineno-10-5 name=__codelineno-10-5></a><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <blockquote> <p><strong>Tip:</strong> To lock to a specific version, append <code>#3.1.0</code> to the URL.</p> </blockquote> <h3 id=from-npm-registry>From NPM Registry<a class=headerlink href=#from-npm-registry title="Permanent link">¶</a></h3> <ol> <li>Open <strong>Edit → Project Settings → Package Manager</strong></li> <li>Under <strong>Scoped Registries</strong>, click <strong>+</strong> to add a new registry:</li> <li><strong>Name</strong>: <code>NPM</code></li> <li><strong>URL</strong>: <code>https://registry.npmjs.org</code></li> <li><strong>Scope(s)</strong>: <code>com.wallstop-studios</code></li> <li>Click <strong>Save</strong></li> <li>Open <strong>Window → Package Manager</strong></li> <li>Change the dropdown to <strong>My Registries</strong></li> <li>Find and install <code>com.wallstop-studios.unity-helpers</code></li> </ol> <h3 id=from-source>From Source<a class=headerlink href=#from-source title="Permanent link">¶</a></h3> <h4 id=option-a-import-unity-package>Option A: Import Unity Package<a class=headerlink href=#option-a-import-unity-package title="Permanent link">¶</a></h4> <ol> <li><a href=https://github.com/wallstop/unity-helpers/releases>Download the latest <code>.unitypackage</code></a> from GitHub Releases</li> <li>In Unity, go to <strong>Assets → Import Package → Custom Package...</strong></li> <li>Select the downloaded <code>.unitypackage</code> file and import</li> </ol> <h4 id=option-b-clone-or-download-repository>Option B: Clone or Download Repository<a class=headerlink href=#option-b-clone-or-download-repository title="Permanent link">¶</a></h4> <ol> <li>Clone or <a href=https://github.com/wallstop/unity-helpers/archive/refs/heads/main.zip>download</a> the repository</li> <li>Copy the contents to your project's <code>Assets/</code> or <code>Packages/</code> folder</li> <li>Unity will automatically import the package</li> </ol> <hr> <h2 id=compatibility>Compatibility<a class=headerlink href=#compatibility title="Permanent link">¶</a></h2> <table> <thead> <tr> <th>Unity Version</th> <th>Built-In</th> <th>URP</th> <th>HDRP</th> </tr> </thead> <tbody> <tr> <td>2021</td> <td>Likely, but untested</td> <td>Likely, but untested</td> <td>Likely, but untested</td> </tr> <tr> <td>2022</td> <td>✅ Compatible</td> <td>✅ Compatible</td> <td>✅ Compatible</td> </tr> <tr> <td>2023</td> <td>✅ Compatible</td> <td>✅ Compatible</td> <td>✅ Compatible</td> </tr> <tr> <td>Unity 6</td> <td>✅ Compatible</td> <td>✅ Compatible</td> <td>✅ Compatible</td> </tr> </tbody> </table> <h3 id=platform-support>Platform Support<a class=headerlink href=#platform-support title="Permanent link">¶</a></h3> <p>Unity Helpers is <strong>multiplatform compatible</strong> including:</p> <ul> <li>✅ <strong>WebGL</strong> - Full support with optimized SINGLE_THREADED hot paths</li> <li>✅ <strong>IL2CPP</strong> - Tested and compatible with ahead-of-time compilation</li> <li>✅ <strong>Mobile</strong> (iOS, Android) - Compatible with IL2CPP</li> <li>✅ <strong>Desktop</strong> (Windows, macOS, Linux) - Full threading support</li> <li>✅ <strong>Consoles</strong> - IL2CPP compatible</li> </ul> <p><strong>Requirements:</strong></p> <ul> <li><strong>.NET Standard 2.1</strong> - Required for core library features</li> </ul> <h3 id=webgl-and-single-threaded-optimization>WebGL and Single-Threaded Optimization<a class=headerlink href=#webgl-and-single-threaded-optimization title="Permanent link">¶</a></h3> <p>Unity Helpers includes a <code>SINGLE_THREADED</code> scripting define symbol for WebGL and other single-threaded environments. When enabled, the library automatically uses optimized code paths that eliminate threading overhead:</p> <p><strong>Optimized systems with SINGLE_THREADED:</strong></p> <ul> <li><strong>Buffers & Pooling</strong> - Uses <code>Stack<T></code> and <code>Dictionary<T></code> instead of <code>ConcurrentBag<T></code> and <code>ConcurrentDictionary<T></code></li> <li><strong>Random Number Generation</strong> - Static instances instead of <code>ThreadLocal<T></code></li> <li><strong>Reflection Caches</strong> - Non-concurrent dictionaries for faster lookups</li> <li><strong>Thread Pools</strong> - SingleThreadedThreadPool disabled (not needed on WebGL)</li> </ul> <p><strong>How to enable:</strong></p> <p>Unity automatically defines <code>UNITY_WEBGL</code> for WebGL builds. To enable SINGLE_THREADED optimization:</p> <ol> <li>Go to <strong>Project Settings > Player > Other Settings > Scripting Define Symbols</strong></li> <li>Add <code>SINGLE_THREADED</code> for WebGL platform</li> <li>Or use in your <code>csc.rsp</code> file: <code>-define:SINGLE_THREADED</code></li> </ol> <p><strong>Performance impact:</strong> 10-20% faster hot path operations on single-threaded platforms by avoiding unnecessary synchronization overhead.</p> <h3 id=il2cpp-and-code-stripping-considerations>IL2CPP and Code Stripping Considerations<a class=headerlink href=#il2cpp-and-code-stripping-considerations title="Permanent link">¶</a></h3> <p>⚠️ <strong>Important for IL2CPP builds (WebGL, Mobile, Consoles):</strong></p> <p>Some features in Unity Helpers use reflection internally (particularly <strong>Protobuf serialization</strong> and <strong>ReflectionHelpers</strong>). IL2CPP's managed code stripping may remove types/members that are only accessed via reflection, causing runtime errors.</p> <p><strong>Symptoms of stripping issues:</strong></p> <ul> <li><code>NullReferenceException</code> or <code>TypeLoadException</code> during deserialization</li> <li>Missing fields after Protobuf deserialization</li> <li>Reflection helpers failing to find types at runtime</li> </ul> <h4 id=solution-use-linkxml-to-preserve-required-types>Solution: Use link.xml to preserve required types<a class=headerlink href=#solution-use-linkxml-to-preserve-required-types title="Permanent link">¶</a></h4> <p>Create a <code>link.xml</code> file in your <code>Assets</code> folder to prevent stripping:</p> <div class="language-xml highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>XML</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-11-1> 1</a></span>
<span class=normal><a href=#__codelineno-11-2> 2</a></span>
<span class=normal><a href=#__codelineno-11-3> 3</a></span>
<span class=normal><a href=#__codelineno-11-4> 4</a></span>
<span class=normal><a href=#__codelineno-11-5> 5</a></span>
<span class=normal><a href=#__codelineno-11-6> 6</a></span>
<span class=normal><a href=#__codelineno-11-7> 7</a></span>
<span class=normal><a href=#__codelineno-11-8> 8</a></span>
<span class=normal><a href=#__codelineno-11-9> 9</a></span>
<span class=normal><a href=#__codelineno-11-10>10</a></span>
<span class=normal><a href=#__codelineno-11-11>11</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-11-1><a id=__codelineno-11-1 name=__codelineno-11-1></a><span class=nt><linker></span>
</span><span id=__span-11-2><a id=__codelineno-11-2 name=__codelineno-11-2></a><span class=w> </span><span class=cm><!-- Preserve your serialized types --></span>
</span><span id=__span-11-3><a id=__codelineno-11-3 name=__codelineno-11-3></a><span class=w> </span><span class=nt><assembly</span><span class=w> </span><span class=na>fullname=</span><span class=s>"Assembly-CSharp"</span><span class=nt>></span>
</span><span id=__span-11-4><a id=__codelineno-11-4 name=__codelineno-11-4></a><span class=w> </span><span class=nt><type</span><span class=w> </span><span class=na>fullname=</span><span class=s>"MyNamespace.PlayerSave"</span><span class=w> </span><span class=na>preserve=</span><span class=s>"all"</span><span class=nt>/></span>
</span><span id=__span-11-5><a id=__codelineno-11-5 name=__codelineno-11-5></a><span class=w> </span><span class=nt><type</span><span class=w> </span><span class=na>fullname=</span><span class=s>"MyNamespace.InventoryData"</span><span class=w> </span><span class=na>preserve=</span><span class=s>"all"</span><span class=nt>/></span>
</span><span id=__span-11-6><a id=__codelineno-11-6 name=__codelineno-11-6></a><span class=w> </span><span class=cm><!-- Add all Protobuf-serialized types here --></span>
</span><span id=__span-11-7><a id=__codelineno-11-7 name=__codelineno-11-7></a><span class=w> </span><span class=nt></assembly></span>
</span><span id=__span-11-8><a id=__codelineno-11-8 name=__codelineno-11-8></a>
</span><span id=__span-11-9><a id=__codelineno-11-9 name=__codelineno-11-9></a><span class=w> </span><span class=cm><!-- Preserve Unity Helpers if needed --></span>
</span><span id=__span-11-10><a id=__codelineno-11-10 name=__codelineno-11-10></a><span class=w> </span><span class=nt><assembly</span><span class=w> </span><span class=na>fullname=</span><span class=s>"WallstopStudios.UnityHelpers.Runtime"</span><span class=w> </span><span class=na>preserve=</span><span class=s>"all"</span><span class=nt>/></span>
</span><span id=__span-11-11><a id=__codelineno-11-11 name=__codelineno-11-11></a><span class=nt></linker></span>
</span></code></pre></div></td></tr></table></div> <p><strong>Best practices:</strong></p> <ul> <li>✅ <strong>Always test IL2CPP builds</strong> - Development builds don't use stripping, so bugs only appear in release builds</li> <li>✅ <strong>Test on target platform</strong> - WebGL stripping behaves differently than iOS/Android</li> <li>✅ <strong>Use link.xml for all Protobuf types</strong> - Any type with <code>[ProtoContract]</code> should be preserved</li> <li>✅ <strong>Verify after every schema change</strong> - Adding new serialized types requires updating link.xml</li> <li>✅ <strong>Check logs for stripping warnings</strong> - Unity logs which types are stripped during build</li> </ul> <p><strong>When you don't need link.xml:</strong></p> <ul> <li>JSON serialization (uses source-generated converters, not reflection)</li> <li>Spatial trees and data structures (no reflection used)</li> <li>Most helper methods (compiled ahead-of-time)</li> </ul> <p><strong>Related documentation:</strong></p> <ul> <li><a href=https://docs.unity3d.com/Manual/ManagedCodeStripping.html>Unity Manual: Managed Code Stripping</a></li> <li><a href=https://github.com/protobuf-net/protobuf-net#il2cpp>Protobuf-net and IL2CPP</a></li> <li><a href=../features/serialization/serialization/#il2cpp-and-code-stripping-warning>Serialization Guide: IL2CPP Warning</a></li> <li><a href=../features/utilities/reflection-helpers/#il2cpp-code-stripping-considerations>Reflection Helpers: IL2CPP Warning</a></li> </ul> <hr> <h2 id=quick-start-guide>Quick Start Guide<a class=headerlink href=#quick-start-guide title="Permanent link">¶</a></h2> <blockquote> <p>💡 <strong>First time?</strong> Skip to section <a class="magiclink magiclink-github magiclink-issue" href=https://github.com/wallstop/unity-helpers/issues/2 title="GitHub Issue: wallstop/unity-helpers #2">#2</a> (<a href=#2--auto-wire-components>Relational Components</a>) - it has the biggest immediate impact.</p> </blockquote> <p>Already read the <a href=#-top-time-savers>Top 5 Time-Savers</a>? Jump directly to the <a href=#core-features>Core Features</a> reference below, or check out the <a href=../overview/getting-started/ >Getting Started Guide</a>.</p> <hr> <h2 id=core-features>Core Features<a class=headerlink href=#core-features title="Permanent link">¶</a></h2> <h3 id=random-number-generators>Random Number Generators<a class=headerlink href=#random-number-generators title="Permanent link">¶</a></h3> <p>Unity Helpers includes <strong>15 high-quality random number generators</strong>, all implementing a rich <code>IRandom</code> interface:</p> <h4 id=available-generators>Available Generators<a class=headerlink href=#available-generators title="Permanent link">¶</a></h4> <blockquote> <p>The tables below are auto-generated by the performance benchmark. Run<br> <code>RandomPerformanceTests.Benchmark</code> in the Unity Test Runner to refresh them.</p> </blockquote> <!-- RANDOM_BENCHMARKS_START --> <p><em>No benchmark data available yet. Run <code>RandomPerformanceTests.Benchmark</code> to populate these tables.</em></p> <!-- RANDOM_BENCHMARKS_END --> <h4 id=rich-api>Rich API<a class=headerlink href=#rich-api title="Permanent link">¶</a></h4> <p>All generators implement <code>IRandom</code> with the following functionality:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-12-1> 1</a></span>
<span class=normal><a href=#__codelineno-12-2> 2</a></span>
<span class=normal><a href=#__codelineno-12-3> 3</a></span>
<span class=normal><a href=#__codelineno-12-4> 4</a></span>
<span class=normal><a href=#__codelineno-12-5> 5</a></span>
<span class=normal><a href=#__codelineno-12-6> 6</a></span>
<span class=normal><a href=#__codelineno-12-7> 7</a></span>
<span class=normal><a href=#__codelineno-12-8> 8</a></span>
<span class=normal><a href=#__codelineno-12-9> 9</a></span>
<span class=normal><a href=#__codelineno-12-10>10</a></span>
<span class=normal><a href=#__codelineno-12-11>11</a></span>
<span class=normal><a href=#__codelineno-12-12>12</a></span>
<span class=normal><a href=#__codelineno-12-13>13</a></span>
<span class=normal><a href=#__codelineno-12-14>14</a></span>
<span class=normal><a href=#__codelineno-12-15>15</a></span>
<span class=normal><a href=#__codelineno-12-16>16</a></span>
<span class=normal><a href=#__codelineno-12-17>17</a></span>
<span class=normal><a href=#__codelineno-12-18>18</a></span>
<span class=normal><a href=#__codelineno-12-19>19</a></span>
<span class=normal><a href=#__codelineno-12-20>20</a></span>
<span class=normal><a href=#__codelineno-12-21>21</a></span>
<span class=normal><a href=#__codelineno-12-22>22</a></span>
<span class=normal><a href=#__codelineno-12-23>23</a></span>
<span class=normal><a href=#__codelineno-12-24>24</a></span>
<span class=normal><a href=#__codelineno-12-25>25</a></span>
<span class=normal><a href=#__codelineno-12-26>26</a></span>
<span class=normal><a href=#__codelineno-12-27>27</a></span>
<span class=normal><a href=#__codelineno-12-28>28</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-12-1><a id=__codelineno-12-1 name=__codelineno-12-1></a><span class=n>IRandom</span><span class=w> </span><span class=n>random</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>PRNG</span><span class=p>.</span><span class=n>Instance</span><span class=p>;</span>
</span><span id=__span-12-2><a id=__codelineno-12-2 name=__codelineno-12-2></a>
</span><span id=__span-12-3><a id=__codelineno-12-3 name=__codelineno-12-3></a><span class=c1>// Basic types</span>
</span><span id=__span-12-4><a id=__codelineno-12-4 name=__codelineno-12-4></a><span class=kt>int</span><span class=w> </span><span class=n>i</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>Next</span><span class=p>();</span><span class=w> </span><span class=c1>// int in [0, int.MaxValue]</span>
</span><span id=__span-12-5><a id=__codelineno-12-5 name=__codelineno-12-5></a><span class=kt>int</span><span class=w> </span><span class=n>range</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>Next</span><span class=p>(</span><span class=mi>10</span><span class=p>,</span><span class=w> </span><span class=mi>20</span><span class=p>);</span><span class=w> </span><span class=c1>// int in [10, 20)</span>
</span><span id=__span-12-6><a id=__codelineno-12-6 name=__codelineno-12-6></a><span class=kt>uint</span><span class=w> </span><span class=n>ui</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextUint</span><span class=p>();</span><span class=w> </span><span class=c1>// uint in [0, uint.MaxValue]</span>
</span><span id=__span-12-7><a id=__codelineno-12-7 name=__codelineno-12-7></a><span class=kt>float</span><span class=w> </span><span class=n>f</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextFloat</span><span class=p>();</span><span class=w> </span><span class=c1>// float in [0.0f, 1.0f]</span>
</span><span id=__span-12-8><a id=__codelineno-12-8 name=__codelineno-12-8></a><span class=kt>double</span><span class=w> </span><span class=n>d</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextDouble</span><span class=p>();</span><span class=w> </span><span class=c1>// double in [0.0d, 1.0d]</span>
</span><span id=__span-12-9><a id=__codelineno-12-9 name=__codelineno-12-9></a><span class=kt>bool</span><span class=w> </span><span class=n>b</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextBool</span><span class=p>();</span><span class=w> </span><span class=c1>// true or false</span>
</span><span id=__span-12-10><a id=__codelineno-12-10 name=__codelineno-12-10></a>
</span><span id=__span-12-11><a id=__codelineno-12-11 name=__codelineno-12-11></a><span class=c1>// Unity types</span>
</span><span id=__span-12-12><a id=__codelineno-12-12 name=__codelineno-12-12></a><span class=n>Vector2</span><span class=w> </span><span class=n>v2</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextVector2</span><span class=p>();</span><span class=w> </span><span class=c1>// Random 2D vector</span>
</span><span id=__span-12-13><a id=__codelineno-12-13 name=__codelineno-12-13></a><span class=n>Vector3</span><span class=w> </span><span class=n>v3</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextVector3</span><span class=p>();</span><span class=w> </span><span class=c1>// Random 3D vector</span>
</span><span id=__span-12-14><a id=__codelineno-12-14 name=__codelineno-12-14></a><span class=n>Color</span><span class=w> </span><span class=n>color</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextColor</span><span class=p>();</span><span class=w> </span><span class=c1>// Random color</span>
</span><span id=__span-12-15><a id=__codelineno-12-15 name=__codelineno-12-15></a><span class=n>Quaternion</span><span class=w> </span><span class=n>rot</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextRotation</span><span class=p>();</span><span class=w> </span><span class=c1>// Random rotation</span>
</span><span id=__span-12-16><a id=__codelineno-12-16 name=__codelineno-12-16></a>
</span><span id=__span-12-17><a id=__codelineno-12-17 name=__codelineno-12-17></a><span class=c1>// Distributions</span>
</span><span id=__span-12-18><a id=__codelineno-12-18 name=__codelineno-12-18></a><span class=kt>float</span><span class=w> </span><span class=n>gaussian</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextGaussian</span><span class=p>(</span><span class=n>mean</span><span class=p>:</span><span class=w> </span><span class=mf>0f</span><span class=p>,</span><span class=w> </span><span class=n>stdDev</span><span class=p>:</span><span class=w> </span><span class=mf>1f</span><span class=p>);</span>
</span><span id=__span-12-19><a id=__codelineno-12-19 name=__codelineno-12-19></a>
</span><span id=__span-12-20><a id=__codelineno-12-20 name=__codelineno-12-20></a><span class=c1>// Collections</span>
</span><span id=__span-12-21><a id=__codelineno-12-21 name=__codelineno-12-21></a><span class=n>T</span><span class=w> </span><span class=n>item</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextOf</span><span class=p>(</span><span class=n>collection</span><span class=p>);</span><span class=w> </span><span class=c1>// Random element</span>
</span><span id=__span-12-22><a id=__codelineno-12-22 name=__codelineno-12-22></a><span class=n>T</span><span class=p>[]</span><span class=w> </span><span class=n>shuffled</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>Shuffle</span><span class=p>(</span><span class=n>array</span><span class=p>);</span><span class=w> </span><span class=c1>// Fisher-Yates shuffle</span>
</span><span id=__span-12-23><a id=__codelineno-12-23 name=__codelineno-12-23></a><span class=kt>int</span><span class=w> </span><span class=n>weightedIndex</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextWeightedIndex</span><span class=p>(</span><span class=n>weights</span><span class=p>);</span>
</span><span id=__span-12-24><a id=__codelineno-12-24 name=__codelineno-12-24></a>
</span><span id=__span-12-25><a id=__codelineno-12-25 name=__codelineno-12-25></a><span class=c1>// Special</span>
</span><span id=__span-12-26><a id=__codelineno-12-26 name=__codelineno-12-26></a><span class=n>Guid</span><span class=w> </span><span class=n>uuid</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextGuid</span><span class=p>();</span><span class=w> </span><span class=c1>// UUIDv4</span>
</span><span id=__span-12-27><a id=__codelineno-12-27 name=__codelineno-12-27></a><span class=n>T</span><span class=w> </span><span class=n>enumValue</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextEnum</span><span class=o><</span><span class=n>T</span><span class=o>></span><span class=p>();</span><span class=w> </span><span class=c1>// Random enum value</span>
</span><span id=__span-12-28><a id=__codelineno-12-28 name=__codelineno-12-28></a><span class=kt>float</span><span class=p>[,]</span><span class=w> </span><span class=n>noise</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>random</span><span class=p>.</span><span class=n>NextNoiseMap</span><span class=p>(</span><span class=n>width</span><span class=p>,</span><span class=w> </span><span class=n>height</span><span class=p>);</span><span class=w> </span><span class=c1>// Perlin noise</span>
</span></code></pre></div></td></tr></table></div> <h4 id=deterministic-gameplay>Deterministic Gameplay<a class=headerlink href=#deterministic-gameplay title="Permanent link">¶</a></h4> <p>All generators are <strong>seedable</strong> for replay systems:</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-13-1>1</a></span>
<span class=normal><a href=#__codelineno-13-2>2</a></span>
<span class=normal><a href=#__codelineno-13-3>3</a></span>
<span class=normal><a href=#__codelineno-13-4>4</a></span>
<span class=normal><a href=#__codelineno-13-5>5</a></span>
<span class=normal><a href=#__codelineno-13-6>6</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-13-1><a id=__codelineno-13-1 name=__codelineno-13-1></a><span class=c1>// Create seeded generator for deterministic behavior</span>
</span><span id=__span-13-2><a id=__codelineno-13-2 name=__codelineno-13-2></a><span class=n>IRandom</span><span class=w> </span><span class=n>seededRandom</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>IllusionFlow</span><span class=p>(</span><span class=n>seed</span><span class=p>:</span><span class=w> </span><span class=mi>12345</span><span class=p>);</span>
</span><span id=__span-13-3><a id=__codelineno-13-3 name=__codelineno-13-3></a>
</span><span id=__span-13-4><a id=__codelineno-13-4 name=__codelineno-13-4></a><span class=c1>// Same seed = same sequence</span>
</span><span id=__span-13-5><a id=__codelineno-13-5 name=__codelineno-13-5></a><span class=n>IRandom</span><span class=w> </span><span class=n>replay</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>IllusionFlow</span><span class=p>(</span><span class=n>seed</span><span class=p>:</span><span class=w> </span><span class=mi>12345</span><span class=p>);</span>
</span><span id=__span-13-6><a id=__codelineno-13-6 name=__codelineno-13-6></a><span class=c1>// Both will generate identical values</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Threading:</strong></p> <ul> <li>Do not share a single RNG instance across threads.</li> <li>Use <code>PRNG.Instance</code> for a thread-local default, or use each generator's <code>TypeName.Instance</code> (e.g., <code>IllusionFlow.Instance</code>, <code>PcgRandom.Instance</code>).</li> <li>Alternatively, create one separate instance per thread.</li> </ul> <p><a href=../performance/random-performance/ >📊 Performance Comparison</a></p> <hr> <h3 id=spatial-trees>Spatial Trees<a class=headerlink href=#spatial-trees title="Permanent link">¶</a></h3> <p>Efficient spatial data structures for 2D and 3D games.</p> <h4 id=2d-spatial-trees>2D Spatial Trees<a class=headerlink href=#2d-spatial-trees title="Permanent link">¶</a></h4> <ul> <li><strong>QuadTree2D</strong> - Best general-purpose choice</li> <li><strong>KDTree2D</strong> - Fast nearest-neighbor queries</li> <li><strong>RTree2D</strong> - Optimized for bounding boxes</li> </ul> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-14-1> 1</a></span>
<span class=normal><a href=#__codelineno-14-2> 2</a></span>
<span class=normal><a href=#__codelineno-14-3> 3</a></span>
<span class=normal><a href=#__codelineno-14-4> 4</a></span>
<span class=normal><a href=#__codelineno-14-5> 5</a></span>
<span class=normal><a href=#__codelineno-14-6> 6</a></span>
<span class=normal><a href=#__codelineno-14-7> 7</a></span>
<span class=normal><a href=#__codelineno-14-8> 8</a></span>
<span class=normal><a href=#__codelineno-14-9> 9</a></span>
<span class=normal><a href=#__codelineno-14-10>10</a></span>
<span class=normal><a href=#__codelineno-14-11>11</a></span>
<span class=normal><a href=#__codelineno-14-12>12</a></span>
<span class=normal><a href=#__codelineno-14-13>13</a></span>
<span class=normal><a href=#__codelineno-14-14>14</a></span>
<span class=normal><a href=#__codelineno-14-15>15</a></span>
<span class=normal><a href=#__codelineno-14-16>16</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-14-1><a id=__codelineno-14-1 name=__codelineno-14-1></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Core.DataStructure</span><span class=p>;</span>
</span><span id=__span-14-2><a id=__codelineno-14-2 name=__codelineno-14-2></a>
</span><span id=__span-14-3><a id=__codelineno-14-3 name=__codelineno-14-3></a><span class=c1>// Create from collection</span>
</span><span id=__span-14-4><a id=__codelineno-14-4 name=__codelineno-14-4></a><span class=n>GameObject</span><span class=p>[]</span><span class=w> </span><span class=n>objects</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>FindObjectsOfType</span><span class=o><</span><span class=n>GameObject</span><span class=o>></span><span class=p>();</span>
</span><span id=__span-14-5><a id=__codelineno-14-5 name=__codelineno-14-5></a><span class=n>QuadTree2D</span><span class=o><</span><span class=n>GameObject</span><span class=o>></span><span class=w> </span><span class=n>tree</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>(</span><span class=n>objects</span><span class=p>,</span><span class=w> </span><span class=n>go</span><span class=w> </span><span class=o>=></span><span class=w> </span><span class=n>go</span><span class=p>.</span><span class=n>transform</span><span class=p>.</span><span class=n>position</span><span class=p>);</span>
</span><span id=__span-14-6><a id=__codelineno-14-6 name=__codelineno-14-6></a>
</span><span id=__span-14-7><a id=__codelineno-14-7 name=__codelineno-14-7></a><span class=c1>// Query by radius</span>
</span><span id=__span-14-8><a id=__codelineno-14-8 name=__codelineno-14-8></a><span class=n>List</span><span class=o><</span><span class=n>GameObject</span><span class=o>></span><span class=w> </span><span class=n>nearby</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>();</span>
</span><span id=__span-14-9><a id=__codelineno-14-9 name=__codelineno-14-9></a><span class=n>tree</span><span class=p>.</span><span class=n>GetElementsInRange</span><span class=p>(</span><span class=n>playerPos</span><span class=p>,</span><span class=w> </span><span class=n>radius</span><span class=p>:</span><span class=w> </span><span class=mf>10f</span><span class=p>,</span><span class=w> </span><span class=n>nearby</span><span class=p>);</span>
</span><span id=__span-14-10><a id=__codelineno-14-10 name=__codelineno-14-10></a>
</span><span id=__span-14-11><a id=__codelineno-14-11 name=__codelineno-14-11></a><span class=c1>// Query by bounds</span>
</span><span id=__span-14-12><a id=__codelineno-14-12 name=__codelineno-14-12></a><span class=n>Bounds</span><span class=w> </span><span class=n>searchArea</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>(</span><span class=n>center</span><span class=p>,</span><span class=w> </span><span class=n>size</span><span class=p>);</span>
</span><span id=__span-14-13><a id=__codelineno-14-13 name=__codelineno-14-13></a><span class=n>tree</span><span class=p>.</span><span class=n>GetElementsInBounds</span><span class=p>(</span><span class=n>searchArea</span><span class=p>,</span><span class=w> </span><span class=n>nearby</span><span class=p>);</span>
</span><span id=__span-14-14><a id=__codelineno-14-14 name=__codelineno-14-14></a>
</span><span id=__span-14-15><a id=__codelineno-14-15 name=__codelineno-14-15></a><span class=c1>// Find nearest neighbors (approximate, but fast)</span>
</span><span id=__span-14-16><a id=__codelineno-14-16 name=__codelineno-14-16></a><span class=n>tree</span><span class=p>.</span><span class=n>GetApproximateNearestNeighbors</span><span class=p>(</span><span class=n>playerPos</span><span class=p>,</span><span class=w> </span><span class=n>count</span><span class=p>:</span><span class=w> </span><span class=mi>5</span><span class=p>,</span><span class=w> </span><span class=n>nearby</span><span class=p>);</span>
</span></code></pre></div></td></tr></table></div> <h4 id=3d-spatial-trees>3D Spatial Trees<a class=headerlink href=#3d-spatial-trees title="Permanent link">¶</a></h4> <p>Note: KdTree3D, OctTree3D, and RTree3D are under active development. SpatialHash3D is stable and production‑ready.</p> <ul> <li><strong>OctTree3D</strong> - Best general-purpose choice for 3D</li> <li><strong>KDTree3D</strong> - Fast 3D nearest-neighbor queries</li> <li><strong>RTree3D</strong> - Optimized for 3D bounding volumes</li> <li><strong>SpatialHash3D</strong> - Efficient for uniformly distributed moving objects (stable)</li> </ul> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-15-1>1</a></span>
<span class=normal><a href=#__codelineno-15-2>2</a></span>
<span class=normal><a href=#__codelineno-15-3>3</a></span>
<span class=normal><a href=#__codelineno-15-4>4</a></span>
<span class=normal><a href=#__codelineno-15-5>5</a></span>
<span class=normal><a href=#__codelineno-15-6>6</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-15-1><a id=__codelineno-15-1 name=__codelineno-15-1></a><span class=c1>// Same API as 2D, but with Vector3</span>
</span><span id=__span-15-2><a id=__codelineno-15-2 name=__codelineno-15-2></a><span class=n>Vector3</span><span class=p>[]</span><span class=w> </span><span class=n>positions</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>GetAllPositions</span><span class=p>();</span>
</span><span id=__span-15-3><a id=__codelineno-15-3 name=__codelineno-15-3></a><span class=n>OctTree3D</span><span class=o><</span><span class=n>Vector3</span><span class=o>></span><span class=w> </span><span class=n>tree</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>(</span><span class=n>positions</span><span class=p>,</span><span class=w> </span><span class=n>p</span><span class=w> </span><span class=o>=></span><span class=w> </span><span class=n>p</span><span class=p>);</span>
</span><span id=__span-15-4><a id=__codelineno-15-4 name=__codelineno-15-4></a>
</span><span id=__span-15-5><a id=__codelineno-15-5 name=__codelineno-15-5></a><span class=n>List</span><span class=o><</span><span class=n>Vector3</span><span class=o>></span><span class=w> </span><span class=n>results</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>();</span>
</span><span id=__span-15-6><a id=__codelineno-15-6 name=__codelineno-15-6></a><span class=n>tree</span><span class=p>.</span><span class=n>GetElementsInRange</span><span class=p>(</span><span class=n>center</span><span class=p>,</span><span class=w> </span><span class=n>radius</span><span class=p>:</span><span class=w> </span><span class=mf>50f</span><span class=p>,</span><span class=w> </span><span class=n>results</span><span class=p>);</span>
</span></code></pre></div></td></tr></table></div> <h4 id=when-to-use-spatial-trees>When to Use Spatial Trees<a class=headerlink href=#when-to-use-spatial-trees title="Permanent link">¶</a></h4> <p>✅ <strong>Good for:</strong></p> <ul> <li>Many objects (100+)</li> <li>Frequent spatial queries</li> <li>Static or slowly changing data</li> <li>AI awareness systems</li> <li>Visibility culling</li> <li>Collision detection optimization</li> </ul> <p>❌ <strong>Not ideal for:</strong></p> <ul> <li>Few objects (<50)</li> <li>Constantly moving objects</li> <li>Single queries</li> <li>Already using Unity's physics system</li> </ul> <p><a href=../performance/spatial-tree-2d-performance/ >📊 2D Benchmarks</a> | <a href=../performance/spatial-tree-3d-performance/ >📊 3D Benchmarks</a></p> <p>For behavior details and edge cases, see: <a href=../features/spatial/spatial-tree-semantics/ >Spatial Tree Semantics</a></p> <hr> <h3 id=relational-components>Relational Components<a class=headerlink href=#relational-components title="Permanent link">¶</a></h3> <p>Auto-wire components using attributes to reduce GetComponent boilerplate.</p> <p><strong>Key attributes:</strong></p> <ul> <li><code>[SiblingComponent]</code> - Find components on same GameObject</li> <li><code>[ParentComponent]</code> - Find components in parent hierarchy</li> <li><code>[ChildComponent]</code> - Find components in children</li> <li><code>[ValidateAssignment]</code> - Validate at edit time, show errors in inspector</li> <li><code>[WNotNull]</code> - Must be assigned in inspector</li> <li><code>[WReadOnly]</code> - Read-only display in inspector</li> <li><code>[WInLineEditor]</code> - Inline inspector editing for object references</li> <li><code>[WShowIf]</code> - Conditional display based on field values</li> </ul> <p><strong>Quick example:</strong></p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-16-1> 1</a></span>
<span class=normal><a href=#__codelineno-16-2> 2</a></span>
<span class=normal><a href=#__codelineno-16-3> 3</a></span>
<span class=normal><a href=#__codelineno-16-4> 4</a></span>
<span class=normal><a href=#__codelineno-16-5> 5</a></span>
<span class=normal><a href=#__codelineno-16-6> 6</a></span>
<span class=normal><a href=#__codelineno-16-7> 7</a></span>
<span class=normal><a href=#__codelineno-16-8> 8</a></span>
<span class=normal><a href=#__codelineno-16-9> 9</a></span>
<span class=normal><a href=#__codelineno-16-10>10</a></span>
<span class=normal><a href=#__codelineno-16-11>11</a></span>
<span class=normal><a href=#__codelineno-16-12>12</a></span>
<span class=normal><a href=#__codelineno-16-13>13</a></span>
<span class=normal><a href=#__codelineno-16-14>14</a></span>
<span class=normal><a href=#__codelineno-16-15>15</a></span>
<span class=normal><a href=#__codelineno-16-16>16</a></span>
<span class=normal><a href=#__codelineno-16-17>17</a></span>
<span class=normal><a href=#__codelineno-16-18>18</a></span>
<span class=normal><a href=#__codelineno-16-19>19</a></span>
<span class=normal><a href=#__codelineno-16-20>20</a></span>
<span class=normal><a href=#__codelineno-16-21>21</a></span>
<span class=normal><a href=#__codelineno-16-22>22</a></span>
<span class=normal><a href=#__codelineno-16-23>23</a></span>
<span class=normal><a href=#__codelineno-16-24>24</a></span>
<span class=normal><a href=#__codelineno-16-25>25</a></span>
<span class=normal><a href=#__codelineno-16-26>26</a></span>
<span class=normal><a href=#__codelineno-16-27>27</a></span>
<span class=normal><a href=#__codelineno-16-28>28</a></span>
<span class=normal><a href=#__codelineno-16-29>29</a></span>
<span class=normal><a href=#__codelineno-16-30>30</a></span>
<span class=normal><a href=#__codelineno-16-31>31</a></span>
<span class=normal><a href=#__codelineno-16-32>32</a></span>
<span class=normal><a href=#__codelineno-16-33>33</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-16-1><a id=__codelineno-16-1 name=__codelineno-16-1></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Core.Attributes</span><span class=p>;</span>
</span><span id=__span-16-2><a id=__codelineno-16-2 name=__codelineno-16-2></a>
</span><span id=__span-16-3><a id=__codelineno-16-3 name=__codelineno-16-3></a><span class=k>public</span><span class=w> </span><span class=k>class</span><span class=w> </span><span class=nc>Enemy</span><span class=w> </span><span class=p>:</span><span class=w> </span><span class=n>MonoBehaviour</span>
</span><span id=__span-16-4><a id=__codelineno-16-4 name=__codelineno-16-4></a><span class=p>{</span>
</span><span id=__span-16-5><a id=__codelineno-16-5 name=__codelineno-16-5></a><span class=w> </span><span class=c1>// Find on same GameObject</span>
</span><span id=__span-16-6><a id=__codelineno-16-6 name=__codelineno-16-6></a><span class=w> </span><span class=na>[SiblingComponent]</span>
</span><span id=__span-16-7><a id=__codelineno-16-7 name=__codelineno-16-7></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>Animator</span><span class=w> </span><span class=n>animator</span><span class=p>;</span>
</span><span id=__span-16-8><a id=__codelineno-16-8 name=__codelineno-16-8></a>
</span><span id=__span-16-9><a id=__codelineno-16-9 name=__codelineno-16-9></a><span class=w> </span><span class=c1>// Find in parent</span>
</span><span id=__span-16-10><a id=__codelineno-16-10 name=__codelineno-16-10></a><span class=w> </span><span class=na>[ParentComponent]</span>
</span><span id=__span-16-11><a id=__codelineno-16-11 name=__codelineno-16-11></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>EnemySpawner</span><span class=w> </span><span class=n>spawner</span><span class=p>;</span>
</span><span id=__span-16-12><a id=__codelineno-16-12 name=__codelineno-16-12></a>
</span><span id=__span-16-13><a id=__codelineno-16-13 name=__codelineno-16-13></a><span class=w> </span><span class=c1>// Find in children</span>
</span><span id=__span-16-14><a id=__codelineno-16-14 name=__codelineno-16-14></a><span class=w> </span><span class=na>[ChildComponent]</span>
</span><span id=__span-16-15><a id=__codelineno-16-15 name=__codelineno-16-15></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>List</span><span class=o><</span><span class=n>Weapon</span><span class=o>></span><span class=w> </span><span class=n>weapons</span><span class=p>;</span>
</span><span id=__span-16-16><a id=__codelineno-16-16 name=__codelineno-16-16></a>
</span><span id=__span-16-17><a id=__codelineno-16-17 name=__codelineno-16-17></a><span class=w> </span><span class=c1>// Optional component (no error if missing)</span>
</span><span id=__span-16-18><a id=__codelineno-16-18 name=__codelineno-16-18></a><span class=w> </span><span class=na>[SiblingComponent(Optional = true)]</span>
</span><span id=__span-16-19><a id=__codelineno-16-19 name=__codelineno-16-19></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>AudioSource</span><span class=w> </span><span class=n>audioSource</span><span class=p>;</span>
</span><span id=__span-16-20><a id=__codelineno-16-20 name=__codelineno-16-20></a>
</span><span id=__span-16-21><a id=__codelineno-16-21 name=__codelineno-16-21></a><span class=w> </span><span class=c1>// Only search direct children/parents</span>
</span><span id=__span-16-22><a id=__codelineno-16-22 name=__codelineno-16-22></a><span class=w> </span><span class=na>[ParentComponent(OnlyAncestors = true)]</span>
</span><span id=__span-16-23><a id=__codelineno-16-23 name=__codelineno-16-23></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>Transform</span><span class=p>[]</span><span class=w> </span><span class=n>parentHierarchy</span><span class=p>;</span>
</span><span id=__span-16-24><a id=__codelineno-16-24 name=__codelineno-16-24></a>
</span><span id=__span-16-25><a id=__codelineno-16-25 name=__codelineno-16-25></a><span class=w> </span><span class=c1>// Include inactive components</span>
</span><span id=__span-16-26><a id=__codelineno-16-26 name=__codelineno-16-26></a><span class=w> </span><span class=na>[ChildComponent(IncludeInactive = true)]</span>
</span><span id=__span-16-27><a id=__codelineno-16-27 name=__codelineno-16-27></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=n>ParticleSystem</span><span class=p>[]</span><span class=w> </span><span class=n>effects</span><span class=p>;</span>
</span><span id=__span-16-28><a id=__codelineno-16-28 name=__codelineno-16-28></a>
</span><span id=__span-16-29><a id=__codelineno-16-29 name=__codelineno-16-29></a><span class=w> </span><span class=k>private</span><span class=w> </span><span class=k>void</span><span class=w> </span><span class=nf>Awake</span><span class=p>()</span>
</span><span id=__span-16-30><a id=__codelineno-16-30 name=__codelineno-16-30></a><span class=w> </span><span class=p>{</span>
</span><span id=__span-16-31><a id=__codelineno-16-31 name=__codelineno-16-31></a><span class=w> </span><span class=k>this</span><span class=p>.</span><span class=n>AssignRelationalComponents</span><span class=p>();</span>
</span><span id=__span-16-32><a id=__codelineno-16-32 name=__codelineno-16-32></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-16-33><a id=__codelineno-16-33 name=__codelineno-16-33></a><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <p>See the in-depth guide: <a href=../features/relational-components/relational-components/ >Relational Components</a>. Performance snapshots: <a href=../performance/relational-components-performance/ >Relational Component Performance Benchmarks</a>.</p> <hr> <h3 id=effects-attributes-and-tags>Effects, Attributes, and Tags<a class=headerlink href=#effects-attributes-and-tags title="Permanent link">¶</a></h3> <p>Create data-driven gameplay effects that modify stats, apply tags, and drive cosmetics.</p> <p><strong>Key pieces:</strong></p> <ul> <li><code>AttributeEffect</code> — ScriptableObject that bundles stat changes, tags, cosmetics, and duration.</li> <li><code>EffectHandle</code> — Unique ID for one application instance; remove/refresh specific stacks.</li> <li><code>AttributesComponent</code> — Base class for components that expose modifiable <code>Attribute</code> fields.</li> <li><code>TagHandler</code> — Counts and queries string tags for gating gameplay (e.g., "Stunned").</li> <li><code>CosmeticEffectData</code> — Prefab-like container of behaviors shown while an effect is active.</li> </ul> <p><strong>Quick example:</strong></p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-17-1> 1</a></span>
<span class=normal><a href=#__codelineno-17-2> 2</a></span>
<span class=normal><a href=#__codelineno-17-3> 3</a></span>
<span class=normal><a href=#__codelineno-17-4> 4</a></span>
<span class=normal><a href=#__codelineno-17-5> 5</a></span>
<span class=normal><a href=#__codelineno-17-6> 6</a></span>
<span class=normal><a href=#__codelineno-17-7> 7</a></span>
<span class=normal><a href=#__codelineno-17-8> 8</a></span>
<span class=normal><a href=#__codelineno-17-9> 9</a></span>
<span class=normal><a href=#__codelineno-17-10>10</a></span>
<span class=normal><a href=#__codelineno-17-11>11</a></span>
<span class=normal><a href=#__codelineno-17-12>12</a></span>
<span class=normal><a href=#__codelineno-17-13>13</a></span>
<span class=normal><a href=#__codelineno-17-14>14</a></span>
<span class=normal><a href=#__codelineno-17-15>15</a></span>
<span class=normal><a href=#__codelineno-17-16>16</a></span>
<span class=normal><a href=#__codelineno-17-17>17</a></span>
<span class=normal><a href=#__codelineno-17-18>18</a></span>
<span class=normal><a href=#__codelineno-17-19>19</a></span>
<span class=normal><a href=#__codelineno-17-20>20</a></span>
<span class=normal><a href=#__codelineno-17-21>21</a></span>
<span class=normal><a href=#__codelineno-17-22>22</a></span>
<span class=normal><a href=#__codelineno-17-23>23</a></span>
<span class=normal><a href=#__codelineno-17-24>24</a></span>
<span class=normal><a href=#__codelineno-17-25>25</a></span>
<span class=normal><a href=#__codelineno-17-26>26</a></span>
<span class=normal><a href=#__codelineno-17-27>27</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-17-1><a id=__codelineno-17-1 name=__codelineno-17-1></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Tags</span><span class=p>;</span>
</span><span id=__span-17-2><a id=__codelineno-17-2 name=__codelineno-17-2></a>
</span><span id=__span-17-3><a id=__codelineno-17-3 name=__codelineno-17-3></a><span class=c1>// 1) Define stats on a component</span>
</span><span id=__span-17-4><a id=__codelineno-17-4 name=__codelineno-17-4></a><span class=k>public</span><span class=w> </span><span class=k>class</span><span class=w> </span><span class=nc>CharacterStats</span><span class=w> </span><span class=p>:</span><span class=w> </span><span class=n>AttributesComponent</span>
</span><span id=__span-17-5><a id=__codelineno-17-5 name=__codelineno-17-5></a><span class=p>{</span>
</span><span id=__span-17-6><a id=__codelineno-17-6 name=__codelineno-17-6></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Attribute</span><span class=w> </span><span class=n>Health</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mf>100f</span><span class=p>;</span>
</span><span id=__span-17-7><a id=__codelineno-17-7 name=__codelineno-17-7></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Attribute</span><span class=w> </span><span class=n>Speed</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mf>5f</span><span class=p>;</span>
</span><span id=__span-17-8><a id=__codelineno-17-8 name=__codelineno-17-8></a><span class=p>}</span>
</span><span id=__span-17-9><a id=__codelineno-17-9 name=__codelineno-17-9></a>
</span><span id=__span-17-10><a id=__codelineno-17-10 name=__codelineno-17-10></a><span class=c1>// 2) Author an AttributeEffect (ScriptableObject) in the editor</span>
</span><span id=__span-17-11><a id=__codelineno-17-11 name=__codelineno-17-11></a><span class=c1>// - modifications: [ { attribute: "Speed", action: Multiplication, value: 1.5f } ]</span>
</span><span id=__span-17-12><a id=__codelineno-17-12 name=__codelineno-17-12></a><span class=c1>// - durationType: Duration, duration: 5</span>
</span><span id=__span-17-13><a id=__codelineno-17-13 name=__codelineno-17-13></a><span class=c1>// - effectTags: [ "Haste" ]</span>
</span><span id=__span-17-14><a id=__codelineno-17-14 name=__codelineno-17-14></a><span class=c1>// - cosmeticEffects: [ a prefab with CosmeticEffectData + Particle/Audio components ]</span>
</span><span id=__span-17-15><a id=__codelineno-17-15 name=__codelineno-17-15></a>
</span><span id=__span-17-16><a id=__codelineno-17-16 name=__codelineno-17-16></a><span class=c1>// 3) Apply and later remove</span>
</span><span id=__span-17-17><a id=__codelineno-17-17 name=__codelineno-17-17></a><span class=n>GameObject</span><span class=w> </span><span class=n>player</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=p>...;</span>
</span><span id=__span-17-18><a id=__codelineno-17-18 name=__codelineno-17-18></a><span class=n>AttributeEffect</span><span class=w> </span><span class=n>haste</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=p>...;</span><span class=w> </span><span class=c1>// ScriptableObject reference</span>
</span><span id=__span-17-19><a id=__codelineno-17-19 name=__codelineno-17-19></a><span class=n>EffectHandle</span><span class=o>?</span><span class=w> </span><span class=n>handle</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>player</span><span class=p>.</span><span class=n>ApplyEffect</span><span class=p>(</span><span class=n>haste</span><span class=p>);</span>
</span><span id=__span-17-20><a id=__codelineno-17-20 name=__codelineno-17-20></a><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>handle</span><span class=p>.</span><span class=n>HasValue</span><span class=p>)</span>
</span><span id=__span-17-21><a id=__codelineno-17-21 name=__codelineno-17-21></a><span class=p>{</span>
</span><span id=__span-17-22><a id=__codelineno-17-22 name=__codelineno-17-22></a><span class=w> </span><span class=c1>// Remove early if needed</span>
</span><span id=__span-17-23><a id=__codelineno-17-23 name=__codelineno-17-23></a><span class=w> </span><span class=n>player</span><span class=p>.</span><span class=n>RemoveEffect</span><span class=p>(</span><span class=n>handle</span><span class=p>.</span><span class=n>Value</span><span class=p>);</span>
</span><span id=__span-17-24><a id=__codelineno-17-24 name=__codelineno-17-24></a><span class=p>}</span>
</span><span id=__span-17-25><a id=__codelineno-17-25 name=__codelineno-17-25></a>
</span><span id=__span-17-26><a id=__codelineno-17-26 name=__codelineno-17-26></a><span class=c1>// Query tags anywhere</span>
</span><span id=__span-17-27><a id=__codelineno-17-27 name=__codelineno-17-27></a><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>player</span><span class=p>.</span><span class=n>HasTag</span><span class=p>(</span><span class=s>"Stunned"</span><span class=p>))</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=cm>/* disable input */</span><span class=w> </span><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Details at a glance:</strong></p> <ul> <li><code>ModifierDurationType.Instant</code> — applies permanently; returns null handle.</li> <li><code>ModifierDurationType.Duration</code> — temporary; expires automatically; reapply can reset if enabled.</li> <li><code>ModifierDurationType.Infinite</code> — persists until <code>RemoveEffect(handle)</code> is called.</li> <li><code>AttributeModification</code> order: Addition → Multiplication → Override.</li> <li><code>CosmeticEffectData.RequiresInstancing</code> — instance per application or reuse shared presenters.</li> </ul> <p><strong>Power Pattern:</strong> Tags aren't just for buffs—use them to build capability systems for invulnerability, AI decision-making, permission gates, state management, and elemental interactions. See <a href=../features/effects/effects-system/#advanced-scenarios-beyond-buffs-and-debuffs>Advanced Scenarios</a> for patterns.</p> <p>Further reading: see the full guide <a href=../features/effects/effects-system/ >Effects System</a>.</p> <hr> <h3 id=serialization>Serialization<a class=headerlink href=#serialization title="Permanent link">¶</a></h3> <p>Fast, compact serialization for save systems, config, and networking.</p> <p>This package provides three serialization technologies:</p> <ul> <li><code>Json</code> — Uses System.Text.Json with built‑in converters for Unity types.</li> <li><code>Protobuf</code> — Uses protobuf-net for compact, fast, schema‑evolvable binary.</li> <li><code>SystemBinary</code> — Uses .NET BinaryFormatter for legacy/ephemeral data only.</li> </ul> <p>All are exposed via <code>WallstopStudios.UnityHelpers.Core.Serialization.Serializer</code>.</p> <h4 id=json-profiles>JSON Profiles<a class=headerlink href=#json-profiles title="Permanent link">¶</a></h4> <ul> <li><strong>Normal</strong> — default settings (case-insensitive, includes fields, comments/trailing commas allowed)</li> <li><strong>Pretty</strong> — human-friendly, indented</li> <li><strong>Fast</strong> — strict, minimal with Unity converters (case-sensitive, strict numbers, no comments/trailing commas, IncludeFields=false)</li> <li><strong>FastPOCO</strong> — strict, minimal, no Unity converters; best for pure POCO graphs</li> </ul> <h4 id=when-to-use-what>When To Use What<a class=headerlink href=#when-to-use-what title="Permanent link">¶</a></h4> <ul> <li>Use <strong>Json</strong> for:</li> <li>Player or tool settings, human‑readable saves, serverless workflows.</li> <li>Interop with tooling, debugging, or versioning in Git.</li> <li>Use <strong>Protobuf</strong> for:</li> <li>Network payloads, large save files, bandwidth/storage‑sensitive data.</li> <li>Situations where you expect schema evolution across versions.</li> <li>Use <strong>SystemBinary</strong> only for:</li> <li>Transient caches in trusted environments where data and code version match.</li> <li>Never for untrusted data or long‑term persistence.</li> </ul> <h4 id=json-example>JSON Example<a class=headerlink href=#json-example title="Permanent link">¶</a></h4> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-18-1> 1</a></span>
<span class=normal><a href=#__codelineno-18-2> 2</a></span>
<span class=normal><a href=#__codelineno-18-3> 3</a></span>
<span class=normal><a href=#__codelineno-18-4> 4</a></span>
<span class=normal><a href=#__codelineno-18-5> 5</a></span>
<span class=normal><a href=#__codelineno-18-6> 6</a></span>
<span class=normal><a href=#__codelineno-18-7> 7</a></span>
<span class=normal><a href=#__codelineno-18-8> 8</a></span>
<span class=normal><a href=#__codelineno-18-9> 9</a></span>
<span class=normal><a href=#__codelineno-18-10>10</a></span>
<span class=normal><a href=#__codelineno-18-11>11</a></span>
<span class=normal><a href=#__codelineno-18-12>12</a></span>
<span class=normal><a href=#__codelineno-18-13>13</a></span>
<span class=normal><a href=#__codelineno-18-14>14</a></span>
<span class=normal><a href=#__codelineno-18-15>15</a></span>
<span class=normal><a href=#__codelineno-18-16>16</a></span>
<span class=normal><a href=#__codelineno-18-17>17</a></span>
<span class=normal><a href=#__codelineno-18-18>18</a></span>
<span class=normal><a href=#__codelineno-18-19>19</a></span>
<span class=normal><a href=#__codelineno-18-20>20</a></span>
<span class=normal><a href=#__codelineno-18-21>21</a></span>
<span class=normal><a href=#__codelineno-18-22>22</a></span>
<span class=normal><a href=#__codelineno-18-23>23</a></span>
<span class=normal><a href=#__codelineno-18-24>24</a></span>
<span class=normal><a href=#__codelineno-18-25>25</a></span>
<span class=normal><a href=#__codelineno-18-26>26</a></span>
<span class=normal><a href=#__codelineno-18-27>27</a></span>
<span class=normal><a href=#__codelineno-18-28>28</a></span>
<span class=normal><a href=#__codelineno-18-29>29</a></span>
<span class=normal><a href=#__codelineno-18-30>30</a></span>
<span class=normal><a href=#__codelineno-18-31>31</a></span>
<span class=normal><a href=#__codelineno-18-32>32</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-18-1><a id=__codelineno-18-1 name=__codelineno-18-1></a><span class=k>using</span><span class=w> </span><span class=nn>System.Collections.Generic</span><span class=p>;</span>
</span><span id=__span-18-2><a id=__codelineno-18-2 name=__codelineno-18-2></a><span class=k>using</span><span class=w> </span><span class=nn>UnityEngine</span><span class=p>;</span>
</span><span id=__span-18-3><a id=__codelineno-18-3 name=__codelineno-18-3></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Core.Serialization</span><span class=p>;</span>
</span><span id=__span-18-4><a id=__codelineno-18-4 name=__codelineno-18-4></a>
</span><span id=__span-18-5><a id=__codelineno-18-5 name=__codelineno-18-5></a><span class=k>public</span><span class=w> </span><span class=k>class</span><span class=w> </span><span class=nc>SaveData</span>
</span><span id=__span-18-6><a id=__codelineno-18-6 name=__codelineno-18-6></a><span class=p>{</span>
</span><span id=__span-18-7><a id=__codelineno-18-7 name=__codelineno-18-7></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Vector3</span><span class=w> </span><span class=n>position</span><span class=p>;</span>
</span><span id=__span-18-8><a id=__codelineno-18-8 name=__codelineno-18-8></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Color</span><span class=w> </span><span class=n>playerColor</span><span class=p>;</span>
</span><span id=__span-18-9><a id=__codelineno-18-9 name=__codelineno-18-9></a><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>List</span><span class=o><</span><span class=n>GameObject</span><span class=o>></span><span class=w> </span><span class=n>inventory</span><span class=p>;</span>
</span><span id=__span-18-10><a id=__codelineno-18-10 name=__codelineno-18-10></a><span class=p>}</span>
</span><span id=__span-18-11><a id=__codelineno-18-11 name=__codelineno-18-11></a>
</span><span id=__span-18-12><a id=__codelineno-18-12 name=__codelineno-18-12></a><span class=kt>var</span><span class=w> </span><span class=n>data</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>SaveData</span>
</span><span id=__span-18-13><a id=__codelineno-18-13 name=__codelineno-18-13></a><span class=p>{</span>
</span><span id=__span-18-14><a id=__codelineno-18-14 name=__codelineno-18-14></a><span class=w> </span><span class=n>position</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>Vector3</span><span class=p>(</span><span class=mi>1</span><span class=p>,</span><span class=w> </span><span class=mi>2</span><span class=p>,</span><span class=w> </span><span class=mi>3</span><span class=p>),</span>
</span><span id=__span-18-15><a id=__codelineno-18-15 name=__codelineno-18-15></a><span class=w> </span><span class=n>playerColor</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Color</span><span class=p>.</span><span class=n>cyan</span><span class=p>,</span>
</span><span id=__span-18-16><a id=__codelineno-18-16 name=__codelineno-18-16></a><span class=w> </span><span class=n>inventory</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>List</span><span class=o><</span><span class=n>GameObject</span><span class=o>></span><span class=p>()</span>
</span><span id=__span-18-17><a id=__codelineno-18-17 name=__codelineno-18-17></a><span class=p>};</span>
</span><span id=__span-18-18><a id=__codelineno-18-18 name=__codelineno-18-18></a>
</span><span id=__span-18-19><a id=__codelineno-18-19 name=__codelineno-18-19></a><span class=c1>// Serialize to UTF‑8 JSON bytes (Unity types supported via built‑in converters)</span>
</span><span id=__span-18-20><a id=__codelineno-18-20 name=__codelineno-18-20></a><span class=kt>byte</span><span class=p>[]</span><span class=w> </span><span class=n>jsonBytes</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>JsonSerialize</span><span class=p>(</span><span class=n>data</span><span class=p>);</span>
</span><span id=__span-18-21><a id=__codelineno-18-21 name=__codelineno-18-21></a>
</span><span id=__span-18-22><a id=__codelineno-18-22 name=__codelineno-18-22></a><span class=c1>// Deserialize from string</span>
</span><span id=__span-18-23><a id=__codelineno-18-23 name=__codelineno-18-23></a><span class=kt>string</span><span class=w> </span><span class=n>jsonText</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>JsonStringify</span><span class=p>(</span><span class=n>data</span><span class=p>,</span><span class=w> </span><span class=n>pretty</span><span class=p>:</span><span class=w> </span><span class=k>true</span><span class=p>);</span>
</span><span id=__span-18-24><a id=__codelineno-18-24 name=__codelineno-18-24></a><span class=n>SaveData</span><span class=w> </span><span class=n>fromText</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>JsonDeserialize</span><span class=o><</span><span class=n>SaveData</span><span class=o>></span><span class=p>(</span><span class=n>jsonText</span><span class=p>);</span>
</span><span id=__span-18-25><a id=__codelineno-18-25 name=__codelineno-18-25></a>
</span><span id=__span-18-26><a id=__codelineno-18-26 name=__codelineno-18-26></a><span class=c1>// File helpers</span>
</span><span id=__span-18-27><a id=__codelineno-18-27 name=__codelineno-18-27></a><span class=n>Serializer</span><span class=p>.</span><span class=n>WriteToJsonFile</span><span class=p>(</span><span class=n>data</span><span class=p>,</span><span class=w> </span><span class=n>path</span><span class=p>:</span><span class=w> </span><span class=s>"save.json"</span><span class=p>,</span><span class=w> </span><span class=n>pretty</span><span class=p>:</span><span class=w> </span><span class=k>true</span><span class=p>);</span>
</span><span id=__span-18-28><a id=__codelineno-18-28 name=__codelineno-18-28></a><span class=n>SaveData</span><span class=w> </span><span class=n>fromFile</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>ReadFromJsonFile</span><span class=o><</span><span class=n>SaveData</span><span class=o>></span><span class=p>(</span><span class=s>"save.json"</span><span class=p>);</span>
</span><span id=__span-18-29><a id=__codelineno-18-29 name=__codelineno-18-29></a>
</span><span id=__span-18-30><a id=__codelineno-18-30 name=__codelineno-18-30></a><span class=c1>// Generic entry points (choose format at runtime)</span>
</span><span id=__span-18-31><a id=__codelineno-18-31 name=__codelineno-18-31></a><span class=kt>byte</span><span class=p>[]</span><span class=w> </span><span class=n>bytes</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>Serialize</span><span class=p>(</span><span class=n>data</span><span class=p>,</span><span class=w> </span><span class=n>SerializationType</span><span class=p>.</span><span class=n>Json</span><span class=p>);</span>
</span><span id=__span-18-32><a id=__codelineno-18-32 name=__codelineno-18-32></a><span class=n>SaveData</span><span class=w> </span><span class=n>loaded</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>Deserialize</span><span class=o><</span><span class=n>SaveData</span><span class=o>></span><span class=p>(</span><span class=n>bytes</span><span class=p>,</span><span class=w> </span><span class=n>SerializationType</span><span class=p>.</span><span class=n>Json</span><span class=p>);</span>
</span></code></pre></div></td></tr></table></div> <h4 id=protobuf-example>Protobuf Example<a class=headerlink href=#protobuf-example title="Permanent link">¶</a></h4> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-19-1> 1</a></span>
<span class=normal><a href=#__codelineno-19-2> 2</a></span>
<span class=normal><a href=#__codelineno-19-3> 3</a></span>
<span class=normal><a href=#__codelineno-19-4> 4</a></span>
<span class=normal><a href=#__codelineno-19-5> 5</a></span>
<span class=normal><a href=#__codelineno-19-6> 6</a></span>
<span class=normal><a href=#__codelineno-19-7> 7</a></span>
<span class=normal><a href=#__codelineno-19-8> 8</a></span>
<span class=normal><a href=#__codelineno-19-9> 9</a></span>
<span class=normal><a href=#__codelineno-19-10>10</a></span>
<span class=normal><a href=#__codelineno-19-11>11</a></span>
<span class=normal><a href=#__codelineno-19-12>12</a></span>
<span class=normal><a href=#__codelineno-19-13>13</a></span>
<span class=normal><a href=#__codelineno-19-14>14</a></span>
<span class=normal><a href=#__codelineno-19-15>15</a></span>
<span class=normal><a href=#__codelineno-19-16>16</a></span>
<span class=normal><a href=#__codelineno-19-17>17</a></span>
<span class=normal><a href=#__codelineno-19-18>18</a></span>
<span class=normal><a href=#__codelineno-19-19>19</a></span>
<span class=normal><a href=#__codelineno-19-20>20</a></span>
<span class=normal><a href=#__codelineno-19-21>21</a></span>
<span class=normal><a href=#__codelineno-19-22>22</a></span>
<span class=normal><a href=#__codelineno-19-23>23</a></span>
<span class=normal><a href=#__codelineno-19-24>24</a></span>
<span class=normal><a href=#__codelineno-19-25>25</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-19-1><a id=__codelineno-19-1 name=__codelineno-19-1></a><span class=k>using</span><span class=w> </span><span class=nn>ProtoBuf</span><span class=p>;</span><span class=w> </span><span class=c1>// protobuf-net</span>
</span><span id=__span-19-2><a id=__codelineno-19-2 name=__codelineno-19-2></a><span class=k>using</span><span class=w> </span><span class=nn>UnityEngine</span><span class=p>;</span>
</span><span id=__span-19-3><a id=__codelineno-19-3 name=__codelineno-19-3></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Core.Serialization</span><span class=p>;</span>
</span><span id=__span-19-4><a id=__codelineno-19-4 name=__codelineno-19-4></a>
</span><span id=__span-19-5><a id=__codelineno-19-5 name=__codelineno-19-5></a><span class=na>[ProtoContract]</span>
</span><span id=__span-19-6><a id=__codelineno-19-6 name=__codelineno-19-6></a><span class=k>public</span><span class=w> </span><span class=k>class</span><span class=w> </span><span class=nc>NetworkMessage</span>
</span><span id=__span-19-7><a id=__codelineno-19-7 name=__codelineno-19-7></a><span class=p>{</span>
</span><span id=__span-19-8><a id=__codelineno-19-8 name=__codelineno-19-8></a><span class=w> </span><span class=na>[ProtoMember(1)]</span><span class=w> </span><span class=k>public</span><span class=w> </span><span class=kt>int</span><span class=w> </span><span class=n>playerId</span><span class=p>;</span>
</span><span id=__span-19-9><a id=__codelineno-19-9 name=__codelineno-19-9></a><span class=w> </span><span class=na>[ProtoMember(2)]</span><span class=w> </span><span class=k>public</span><span class=w> </span><span class=n>Vector3</span><span class=w> </span><span class=n>position</span><span class=p>;</span><span class=w> </span><span class=c1>// Vector3 works in Protobuf via built-in surrogates</span>
</span><span id=__span-19-10><a id=__codelineno-19-10 name=__codelineno-19-10></a><span class=p>}</span>
</span><span id=__span-19-11><a id=__codelineno-19-11 name=__codelineno-19-11></a>
</span><span id=__span-19-12><a id=__codelineno-19-12 name=__codelineno-19-12></a><span class=kt>var</span><span class=w> </span><span class=n>message</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>NetworkMessage</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=n>playerId</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>7</span><span class=p>,</span><span class=w> </span><span class=n>position</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=w> </span><span class=n>Vector3</span><span class=p>(</span><span class=mi>5</span><span class=p>,</span><span class=w> </span><span class=mi>0</span><span class=p>,</span><span class=w> </span><span class=o>-</span><span class=mi>2</span><span class=p>)</span><span class=w> </span><span class=p>};</span>
</span><span id=__span-19-13><a id=__codelineno-19-13 name=__codelineno-19-13></a>
</span><span id=__span-19-14><a id=__codelineno-19-14 name=__codelineno-19-14></a><span class=c1>// Protobuf bytes (small + fast)</span>
</span><span id=__span-19-15><a id=__codelineno-19-15 name=__codelineno-19-15></a><span class=kt>byte</span><span class=p>[]</span><span class=w> </span><span class=n>bytes</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>ProtoSerialize</span><span class=p>(</span><span class=n>message</span><span class=p>);</span>
</span><span id=__span-19-16><a id=__codelineno-19-16 name=__codelineno-19-16></a><span class=n>NetworkMessage</span><span class=w> </span><span class=n>decoded</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>ProtoDeserialize</span><span class=o><</span><span class=n>NetworkMessage</span><span class=o>></span><span class=p>(</span><span class=n>bytes</span><span class=p>);</span>
</span><span id=__span-19-17><a id=__codelineno-19-17 name=__codelineno-19-17></a>
</span><span id=__span-19-18><a id=__codelineno-19-18 name=__codelineno-19-18></a><span class=c1>// Generic entry points</span>
</span><span id=__span-19-19><a id=__codelineno-19-19 name=__codelineno-19-19></a><span class=kt>byte</span><span class=p>[]</span><span class=w> </span><span class=n>bytes2</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>Serialize</span><span class=p>(</span><span class=n>message</span><span class=p>,</span><span class=w> </span><span class=n>SerializationType</span><span class=p>.</span><span class=n>Protobuf</span><span class=p>);</span>
</span><span id=__span-19-20><a id=__codelineno-19-20 name=__codelineno-19-20></a><span class=n>NetworkMessage</span><span class=w> </span><span class=n>decoded2</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>Deserialize</span><span class=o><</span><span class=n>NetworkMessage</span><span class=o>></span><span class=p>(</span><span class=n>bytes2</span><span class=p>,</span><span class=w> </span><span class=n>SerializationType</span><span class=p>.</span><span class=n>Protobuf</span><span class=p>);</span>
</span><span id=__span-19-21><a id=__codelineno-19-21 name=__codelineno-19-21></a>
</span><span id=__span-19-22><a id=__codelineno-19-22 name=__codelineno-19-22></a><span class=c1>// Buffer reuse (reduce GC for hot paths)</span>
</span><span id=__span-19-23><a id=__codelineno-19-23 name=__codelineno-19-23></a><span class=kt>byte</span><span class=p>[]</span><span class=w> </span><span class=n>buffer</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>null</span><span class=p>;</span>
</span><span id=__span-19-24><a id=__codelineno-19-24 name=__codelineno-19-24></a><span class=kt>int</span><span class=w> </span><span class=n>len</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>Serialize</span><span class=p>(</span><span class=n>message</span><span class=p>,</span><span class=w> </span><span class=n>SerializationType</span><span class=p>.</span><span class=n>Protobuf</span><span class=p>,</span><span class=w> </span><span class=k>ref</span><span class=w> </span><span class=n>buffer</span><span class=p>);</span>
</span><span id=__span-19-25><a id=__codelineno-19-25 name=__codelineno-19-25></a><span class=n>NetworkMessage</span><span class=w> </span><span class=n>again</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Serializer</span><span class=p>.</span><span class=n>Deserialize</span><span class=o><</span><span class=n>NetworkMessage</span><span class=o>></span><span class=p>(</span><span class=n>buffer</span><span class=p>.</span><span class=n>AsSpan</span><span class=p>(</span><span class=mi>0</span><span class=p>,</span><span class=w> </span><span class=n>len</span><span class=p>).</span><span class=n>ToArray</span><span class=p>(),</span><span class=w> </span><span class=n>SerializationType</span><span class=p>.</span><span class=n>Protobuf</span><span class=p>);</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Notes:</strong></p> <ul> <li>Protobuf‑net requires stable field numbers. Annotate with <code>[ProtoMember(n)]</code> and never reuse or renumber.</li> <li>Unity types supported via surrogates: Vector⅔, Vector2Int/3Int, Quaternion, Color/Color32, Rect/RectInt, Bounds/BoundsInt, Resolution.</li> </ul> <p><strong>Features:</strong></p> <ul> <li>Custom converters for Unity types (Vector⅔/4, Color, GameObject, Matrix4x4, Type)</li> <li>Protobuf (protobuf‑net) support for compact binary</li> <li>LZMA compression utilities (see <code>Runtime/Utils/LZMA.cs</code>)</li> <li>Type‑safe serialization and pooled buffers/writers to reduce GC</li> </ul> <p><a href=../features/serialization/serialization/ >Full guide: Serialization</a></p> <hr> <h3 id=data-structures>Data Structures<a class=headerlink href=#data-structures title="Permanent link">¶</a></h3> <p>Additional high-performance data structures:</p> <table> <thead> <tr> <th>Structure</th> <th>Use Case</th> </tr> </thead> <tbody> <tr> <td><strong>CyclicBuffer<t></strong></td> <td>Ring buffer, sliding windows</td> </tr> <tr> <td><strong>BitSet</strong></td> <td>Compact boolean storage</td> </tr> <tr> <td><strong>ImmutableBitSet</strong></td> <td>Read-only bit flags</td> </tr> <tr> <td><strong>Heap<t></strong></td> <td>Priority queue operations</td> </tr> <tr> <td><strong>PriorityQueue<t></strong></td> <td>Event scheduling</td> </tr> <tr> <td><strong>Deque<t></strong></td> <td>Double-ended queue</td> </tr> <tr> <td><strong>DisjointSet</strong></td> <td>Union-find operations</td> </tr> <tr> <td><strong>Trie</strong></td> <td>String prefix trees</td> </tr> <tr> <td><strong>SparseSet</strong></td> <td>Fast add/remove with iteration</td> </tr> <tr> <td><strong>TimedCache<t></strong></td> <td>Auto-expiring cache</td> </tr> </tbody> </table> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-20-1> 1</a></span>
<span class=normal><a href=#__codelineno-20-2> 2</a></span>
<span class=normal><a href=#__codelineno-20-3> 3</a></span>
<span class=normal><a href=#__codelineno-20-4> 4</a></span>
<span class=normal><a href=#__codelineno-20-5> 5</a></span>
<span class=normal><a href=#__codelineno-20-6> 6</a></span>
<span class=normal><a href=#__codelineno-20-7> 7</a></span>
<span class=normal><a href=#__codelineno-20-8> 8</a></span>
<span class=normal><a href=#__codelineno-20-9> 9</a></span>
<span class=normal><a href=#__codelineno-20-10>10</a></span>
<span class=normal><a href=#__codelineno-20-11>11</a></span>
<span class=normal><a href=#__codelineno-20-12>12</a></span>
<span class=normal><a href=#__codelineno-20-13>13</a></span>
<span class=normal><a href=#__codelineno-20-14>14</a></span>
<span class=normal><a href=#__codelineno-20-15>15</a></span>
<span class=normal><a href=#__codelineno-20-16>16</a></span>
<span class=normal><a href=#__codelineno-20-17>17</a></span>
<span class=normal><a href=#__codelineno-20-18>18</a></span>
<span class=normal><a href=#__codelineno-20-19>19</a></span>
<span class=normal><a href=#__codelineno-20-20>20</a></span>
<span class=normal><a href=#__codelineno-20-21>21</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-20-1><a id=__codelineno-20-1 name=__codelineno-20-1></a><span class=c1>// Cyclic buffer for damage history</span>
</span><span id=__span-20-2><a id=__codelineno-20-2 name=__codelineno-20-2></a><span class=n>CyclicBuffer</span><span class=o><</span><span class=kt>float</span><span class=o>></span><span class=w> </span><span class=n>damageHistory</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>(</span><span class=n>capacity</span><span class=p>:</span><span class=w> </span><span class=mi>10</span><span class=p>);</span>
</span><span id=__span-20-3><a id=__codelineno-20-3 name=__codelineno-20-3></a><span class=n>damageHistory</span><span class=p>.</span><span class=n>Add</span><span class=p>(</span><span class=mf>25f</span><span class=p>);</span>
</span><span id=__span-20-4><a id=__codelineno-20-4 name=__codelineno-20-4></a><span class=n>damageHistory</span><span class=p>.</span><span class=n>Add</span><span class=p>(</span><span class=mf>30f</span><span class=p>);</span>
</span><span id=__span-20-5><a id=__codelineno-20-5 name=__codelineno-20-5></a><span class=kt>float</span><span class=w> </span><span class=n>avgDamage</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>damageHistory</span><span class=p>.</span><span class=n>Average</span><span class=p>();</span>
</span><span id=__span-20-6><a id=__codelineno-20-6 name=__codelineno-20-6></a>
</span><span id=__span-20-7><a id=__codelineno-20-7 name=__codelineno-20-7></a><span class=c1>// Priority queue for event scheduling (priority determined by comparer)</span>
</span><span id=__span-20-8><a id=__codelineno-20-8 name=__codelineno-20-8></a><span class=n>PriorityQueue</span><span class=o><</span><span class=n>GameEvent</span><span class=o>></span><span class=w> </span><span class=n>eventQueue</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>(</span>
</span><span id=__span-20-9><a id=__codelineno-20-9 name=__codelineno-20-9></a><span class=w> </span><span class=n>Comparer</span><span class=o><</span><span class=n>GameEvent</span><span class=o>></span><span class=p>.</span><span class=n>Create</span><span class=p>((</span><span class=n>a</span><span class=p>,</span><span class=w> </span><span class=n>b</span><span class=p>)</span><span class=w> </span><span class=o>=></span><span class=w> </span><span class=n>b</span><span class=p>.</span><span class=n>Priority</span><span class=p>.</span><span class=n>CompareTo</span><span class=p>(</span><span class=n>a</span><span class=p>.</span><span class=n>Priority</span><span class=p>))</span><span class=w> </span><span class=c1>// Higher first</span>
</span><span id=__span-20-10><a id=__codelineno-20-10 name=__codelineno-20-10></a><span class=p>);</span>
</span><span id=__span-20-11><a id=__codelineno-20-11 name=__codelineno-20-11></a><span class=n>eventQueue</span><span class=p>.</span><span class=n>Enqueue</span><span class=p>(</span><span class=n>spawnEvent</span><span class=p>);</span>
</span><span id=__span-20-12><a id=__codelineno-20-12 name=__codelineno-20-12></a><span class=n>eventQueue</span><span class=p>.</span><span class=n>Enqueue</span><span class=p>(</span><span class=n>bossEvent</span><span class=p>);</span>
</span><span id=__span-20-13><a id=__codelineno-20-13 name=__codelineno-20-13></a><span class=k>if</span><span class=w> </span><span class=p>(</span><span class=n>eventQueue</span><span class=p>.</span><span class=n>TryDequeue</span><span class=p>(</span><span class=k>out</span><span class=w> </span><span class=n>GameEvent</span><span class=w> </span><span class=n>next</span><span class=p>))</span><span class=w> </span><span class=p>{</span><span class=w> </span><span class=cm>/* process event */</span><span class=w> </span><span class=p>}</span>
</span><span id=__span-20-14><a id=__codelineno-20-14 name=__codelineno-20-14></a>
</span><span id=__span-20-15><a id=__codelineno-20-15 name=__codelineno-20-15></a><span class=c1>// Trie for autocomplete</span>
</span><span id=__span-20-16><a id=__codelineno-20-16 name=__codelineno-20-16></a><span class=n>Trie</span><span class=w> </span><span class=n>commandTrie</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=k>new</span><span class=p>();</span>
</span><span id=__span-20-17><a id=__codelineno-20-17 name=__codelineno-20-17></a><span class=n>commandTrie</span><span class=p>.</span><span class=n>Insert</span><span class=p>(</span><span class=s>"teleport"</span><span class=p>);</span>
</span><span id=__span-20-18><a id=__codelineno-20-18 name=__codelineno-20-18></a><span class=n>commandTrie</span><span class=p>.</span><span class=n>Insert</span><span class=p>(</span><span class=s>"tell"</span><span class=p>);</span>
</span><span id=__span-20-19><a id=__codelineno-20-19 name=__codelineno-20-19></a><span class=n>commandTrie</span><span class=p>.</span><span class=n>Insert</span><span class=p>(</span><span class=s>"terrain"</span><span class=p>);</span>
</span><span id=__span-20-20><a id=__codelineno-20-20 name=__codelineno-20-20></a><span class=n>List</span><span class=o><</span><span class=kt>string</span><span class=o>></span><span class=w> </span><span class=n>matches</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>commandTrie</span><span class=p>.</span><span class=n>GetWordsWithPrefix</span><span class=p>(</span><span class=s>"tel"</span><span class=p>);</span>
</span><span id=__span-20-21><a id=__codelineno-20-21 name=__codelineno-20-21></a><span class=c1>// Returns: ["teleport", "tell"]</span>
</span></code></pre></div></td></tr></table></div> <p><a href=../features/utilities/data-structures/ >Full guide: Data Structures</a></p> <hr> <h3 id=core-math-extensions>Core Math & Extensions<a class=headerlink href=#core-math-extensions title="Permanent link">¶</a></h3> <p>Numeric helpers, geometry primitives, Unity extensions, colors, collections, strings, directions.</p> <p>See the guide: <a href=../features/utilities/math-and-extensions/ >Core Math & Extensions</a>.</p> <h4 id=at-a-glance>At a Glance<a class=headerlink href=#at-a-glance title="Permanent link">¶</a></h4> <ul> <li><code>PositiveMod</code>, <code>WrappedAdd</code> — Safe cyclic arithmetic for indices/angles.</li> <li><code>LineHelper.Simplify</code> — Reduce polyline vertices with Douglas–Peucker.</li> <li><code>Line2D.Intersects</code> — 2D segment intersection and closest-point helpers.</li> <li><code>RectTransform.GetWorldRect</code> — Axis-aligned world bounds for rotated UI.</li> <li><code>Camera.OrthographicBounds</code> — Compute visible world bounds for ortho cameras.</li> <li><code>Color.GetAverageColor</code> — LAB/HSV/Weighted/Dominant color averaging.</li> <li><code>IEnumerable.Infinite</code> — Cycle sequences without extra allocations.</li> <li><code>StringExtensions.LevenshteinDistance</code> — Edit distance for fuzzy matching.</li> </ul> <hr> <p><a id=singleton-utilities-odin-compatible></a></p> <h3 id=singleton-utilities-odincompatible>Singleton Utilities (ODIN‑compatible)<a class=headerlink href=#singleton-utilities-odincompatible title="Permanent link">¶</a></h3> <ul> <li><code>RuntimeSingleton<T></code> — Global component singleton with optional cross‑scene persistence.</li> <li><code>ScriptableObjectSingleton<T></code> — Global settings/data singleton loaded from <code>Resources/</code>, auto‑created by the editor tool.</li> </ul> <p>See the guide: <a href=../features/utilities/singletons/ >Singleton Utilities</a> and the tool: <a href=../features/editor-tools/editor-tools-guide/#scriptableobject-singleton-creator>ScriptableObject Singleton Creator</a>.</p> <hr> <h3 id=editor-tools>Editor Tools<a class=headerlink href=#editor-tools title="Permanent link">¶</a></h3> <p>Unity Helpers includes 20+ editor tools to streamline your workflow:</p> <ul> <li><strong>Sprite Tools</strong>: Cropper, Atlas Generator, Animation Editor, Pivot Adjuster</li> <li><strong>Texture Tools</strong>: Blur, Resize, Settings Applier, Fit Texture Size</li> <li><strong>Animation Tools</strong>: Event Editor, Creator, Copier, Sheet Animation Creator</li> <li><strong>Validation</strong>: Prefab Checker with validation rules</li> <li><strong>Automation</strong>: ScriptableObject Singleton Creator, Attribute Cache Generator</li> <li><strong>Compilation</strong>: Request a manual script compilation via <code>Tools > Wallstop Studios > Unity Helpers > Request Script Compilation</code> or use the default shortcut (<strong>Ctrl/Cmd + Alt + R</strong>) registered with Unity’s Shortcut Manager (listed under <em>Wallstop / Request Script Compilation</em>). The shortcut now forces an <code>AssetDatabase.Refresh</code> before requesting compilation and logs whenever Unity is already compiling, so scripts added outside the editor are imported even while Unity is unfocused.</li> </ul> <p><a href=../features/editor-tools/editor-tools-guide/ >📖 Complete Editor Tools Documentation</a></p> <p><strong>Quick Access:</strong></p> <ul> <li>Menu: <code>Tools > Wallstop Studios > Unity Helpers</code></li> <li>Create Assets: <code>Assets > Create > Wallstop Studios > Unity Helpers</code></li> </ul> <hr> <h2 id=buffering-pattern>Buffering Pattern<a class=headerlink href=#buffering-pattern title="Permanent link">¶</a></h2> <h3 id=object-pooling>Object Pooling<a class=headerlink href=#object-pooling title="Permanent link">¶</a></h3> <p>Zero-allocation queries with automatic cleanup and thread-safe pooling.</p> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-21-1> 1</a></span>
<span class=normal><a href=#__codelineno-21-2> 2</a></span>
<span class=normal><a href=#__codelineno-21-3> 3</a></span>
<span class=normal><a href=#__codelineno-21-4> 4</a></span>
<span class=normal><a href=#__codelineno-21-5> 5</a></span>
<span class=normal><a href=#__codelineno-21-6> 6</a></span>
<span class=normal><a href=#__codelineno-21-7> 7</a></span>
<span class=normal><a href=#__codelineno-21-8> 8</a></span>
<span class=normal><a href=#__codelineno-21-9> 9</a></span>
<span class=normal><a href=#__codelineno-21-10>10</a></span>
<span class=normal><a href=#__codelineno-21-11>11</a></span>
<span class=normal><a href=#__codelineno-21-12>12</a></span>
<span class=normal><a href=#__codelineno-21-13>13</a></span>
<span class=normal><a href=#__codelineno-21-14>14</a></span>
<span class=normal><a href=#__codelineno-21-15>15</a></span>
<span class=normal><a href=#__codelineno-21-16>16</a></span>
<span class=normal><a href=#__codelineno-21-17>17</a></span>
<span class=normal><a href=#__codelineno-21-18>18</a></span>
<span class=normal><a href=#__codelineno-21-19>19</a></span>
<span class=normal><a href=#__codelineno-21-20>20</a></span>
<span class=normal><a href=#__codelineno-21-21>21</a></span>
<span class=normal><a href=#__codelineno-21-22>22</a></span>
<span class=normal><a href=#__codelineno-21-23>23</a></span>
<span class=normal><a href=#__codelineno-21-24>24</a></span>
<span class=normal><a href=#__codelineno-21-25>25</a></span>
<span class=normal><a href=#__codelineno-21-26>26</a></span>
<span class=normal><a href=#__codelineno-21-27>27</a></span>
<span class=normal><a href=#__codelineno-21-28>28</a></span>
<span class=normal><a href=#__codelineno-21-29>29</a></span>
<span class=normal><a href=#__codelineno-21-30>30</a></span>
<span class=normal><a href=#__codelineno-21-31>31</a></span>
<span class=normal><a href=#__codelineno-21-32>32</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-21-1><a id=__codelineno-21-1 name=__codelineno-21-1></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Utils</span><span class=p>;</span>
</span><span id=__span-21-2><a id=__codelineno-21-2 name=__codelineno-21-2></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Core.DataStructure</span><span class=p>;</span>
</span><span id=__span-21-3><a id=__codelineno-21-3 name=__codelineno-21-3></a>
</span><span id=__span-21-4><a id=__codelineno-21-4 name=__codelineno-21-4></a><span class=c1>// Example: Use pooled buffer for spatial query</span>
</span><span id=__span-21-5><a id=__codelineno-21-5 name=__codelineno-21-5></a><span class=k>void</span><span class=w> </span><span class=nf>FindNearbyEnemies</span><span class=p>(</span><span class=n>QuadTree2D</span><span class=o><</span><span class=n>Enemy</span><span class=o>></span><span class=w> </span><span class=n>tree</span><span class=p>,</span><span class=w> </span><span class=n>Vector2</span><span class=w> </span><span class=n>position</span><span class=p>)</span>
</span><span id=__span-21-6><a id=__codelineno-21-6 name=__codelineno-21-6></a><span class=p>{</span>
</span><span id=__span-21-7><a id=__codelineno-21-7 name=__codelineno-21-7></a><span class=w> </span><span class=c1>// Get pooled list - automatically returned when scope exits</span>
</span><span id=__span-21-8><a id=__codelineno-21-8 name=__codelineno-21-8></a><span class=w> </span><span class=k>using</span><span class=w> </span><span class=nn>var</span><span class=w> </span><span class=n>lease</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Buffers</span><span class=o><</span><span class=n>Enemy</span><span class=o>></span><span class=p>.</span><span class=n>List</span><span class=p>.</span><span class=n>Get</span><span class=p>(</span><span class=k>out</span><span class=w> </span><span class=n>List</span><span class=o><</span><span class=n>Enemy</span><span class=o>></span><span class=w> </span><span class=n>buffer</span><span class=p>);</span>
</span><span id=__span-21-9><a id=__codelineno-21-9 name=__codelineno-21-9></a>
</span><span id=__span-21-10><a id=__codelineno-21-10 name=__codelineno-21-10></a><span class=w> </span><span class=c1>// Use it with spatial query - combines zero-alloc query + pooled buffer!</span>
</span><span id=__span-21-11><a id=__codelineno-21-11 name=__codelineno-21-11></a><span class=w> </span><span class=n>tree</span><span class=p>.</span><span class=n>GetElementsInRange</span><span class=p>(</span><span class=n>position</span><span class=p>,</span><span class=w> </span><span class=mf>10f</span><span class=p>,</span><span class=w> </span><span class=n>buffer</span><span class=p>);</span>
</span><span id=__span-21-12><a id=__codelineno-21-12 name=__codelineno-21-12></a>
</span><span id=__span-21-13><a id=__codelineno-21-13 name=__codelineno-21-13></a><span class=w> </span><span class=k>foreach</span><span class=w> </span><span class=p>(</span><span class=n>Enemy</span><span class=w> </span><span class=n>enemy</span><span class=w> </span><span class=k>in</span><span class=w> </span><span class=n>buffer</span><span class=p>)</span>
</span><span id=__span-21-14><a id=__codelineno-21-14 name=__codelineno-21-14></a><span class=w> </span><span class=p>{</span>
</span><span id=__span-21-15><a id=__codelineno-21-15 name=__codelineno-21-15></a><span class=w> </span><span class=n>enemy</span><span class=p>.</span><span class=n>TakeDamage</span><span class=p>(</span><span class=mf>5f</span><span class=p>);</span>
</span><span id=__span-21-16><a id=__codelineno-21-16 name=__codelineno-21-16></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-21-17><a id=__codelineno-21-17 name=__codelineno-21-17></a><span class=w> </span><span class=c1>// buffer automatically returned to pool here</span>
</span><span id=__span-21-18><a id=__codelineno-21-18 name=__codelineno-21-18></a><span class=p>}</span>
</span><span id=__span-21-19><a id=__codelineno-21-19 name=__codelineno-21-19></a>
</span><span id=__span-21-20><a id=__codelineno-21-20 name=__codelineno-21-20></a><span class=c1>// Array pooling example</span>
</span><span id=__span-21-21><a id=__codelineno-21-21 name=__codelineno-21-21></a><span class=k>void</span><span class=w> </span><span class=nf>ProcessLargeDataset</span><span class=p>(</span><span class=kt>int</span><span class=w> </span><span class=n>size</span><span class=p>)</span>
</span><span id=__span-21-22><a id=__codelineno-21-22 name=__codelineno-21-22></a><span class=p>{</span>
</span><span id=__span-21-23><a id=__codelineno-21-23 name=__codelineno-21-23></a><span class=w> </span><span class=k>using</span><span class=w> </span><span class=nn>var</span><span class=w> </span><span class=n>lease</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>WallstopArrayPool</span><span class=o><</span><span class=kt>float</span><span class=o>></span><span class=p>.</span><span class=n>Get</span><span class=p>(</span><span class=n>size</span><span class=p>,</span><span class=w> </span><span class=k>out</span><span class=w> </span><span class=kt>float</span><span class=p>[]</span><span class=w> </span><span class=n>buffer</span><span class=p>);</span>
</span><span id=__span-21-24><a id=__codelineno-21-24 name=__codelineno-21-24></a>
</span><span id=__span-21-25><a id=__codelineno-21-25 name=__codelineno-21-25></a><span class=w> </span><span class=c1>// Use buffer for temporary processing</span>
</span><span id=__span-21-26><a id=__codelineno-21-26 name=__codelineno-21-26></a><span class=w> </span><span class=k>for</span><span class=w> </span><span class=p>(</span><span class=kt>int</span><span class=w> </span><span class=n>i</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=mi>0</span><span class=p>;</span><span class=w> </span><span class=n>i</span><span class=w> </span><span class=o><</span><span class=w> </span><span class=n>size</span><span class=p>;</span><span class=w> </span><span class=n>i</span><span class=o>++</span><span class=p>)</span>
</span><span id=__span-21-27><a id=__codelineno-21-27 name=__codelineno-21-27></a><span class=w> </span><span class=p>{</span>
</span><span id=__span-21-28><a id=__codelineno-21-28 name=__codelineno-21-28></a><span class=w> </span><span class=n>buffer</span><span class=p>[</span><span class=n>i</span><span class=p>]</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>ComputeValue</span><span class=p>(</span><span class=n>i</span><span class=p>);</span>
</span><span id=__span-21-29><a id=__codelineno-21-29 name=__codelineno-21-29></a><span class=w> </span><span class=p>}</span>
</span><span id=__span-21-30><a id=__codelineno-21-30 name=__codelineno-21-30></a>
</span><span id=__span-21-31><a id=__codelineno-21-31 name=__codelineno-21-31></a><span class=w> </span><span class=c1>// buffer automatically returned to pool here</span>
</span><span id=__span-21-32><a id=__codelineno-21-32 name=__codelineno-21-32></a><span class=p>}</span>
</span></code></pre></div></td></tr></table></div> <p><strong>Do / Don'ts:</strong></p> <ul> <li>Do reuse buffers per system or component.</li> <li>Do treat buffers as temporary scratch space (APIs clear them first).</li> <li>Don't keep references to pooled lists beyond their lease lifetime.</li> <li>Don't share the same buffer across overlapping async/coroutine work.</li> </ul> <p><a id=pooling-utilities></a></p> <h2 id=pooling-utilities>Pooling utilities<a class=headerlink href=#pooling-utilities title="Permanent link">¶</a></h2> <ul> <li><code>Buffers<T></code> — pooled collections (List/Stack/Queue/HashSet) with <code>PooledResource</code> leases.</li> <li>Lists: <code>using var lease = Buffers<Foo>.List.Get(out List<Foo> list);</code></li> <li>Stacks: <code>using var lease = Buffers<Foo>.Stack.Get(out Stack<Foo> stack);</code></li> <li>HashSets: <code>using var lease = Buffers<Foo>.HashSet.Get(out HashSet<Foo> set);</code></li> <li> <p>Pattern: acquire → use → Dispose (returns to pool, clears collection).</p> </li> <li> <p><code>WallstopArrayPool<T></code> — rent arrays by length with automatic return on dispose.</p> </li> <li>Example: <code>using var lease = WallstopArrayPool<int>.Get(1024, out int[] buffer);</code></li> <li> <p>Use for temporary processing buffers, sorting, or interop with APIs that require arrays.</p> </li> <li> <p><code>WallstopFastArrayPool<T></code> — fast array pool specialized for frequent short‑lived arrays (requires <code>T : unmanaged</code>), does not clear arrays. Returned arrays may have previous content in them.</p> </li> <li>Example: <code>using var lease = WallstopFastArrayPool<int>.Get(count, out int[] buffer);</code></li> <li>Used throughout Helpers for high‑frequency editor/runtime operations (e.g., asset searches).</li> </ul> <p><strong>How pooling + buffering help APIs:</strong></p> <ul> <li>Spatial queries: pass a reusable <code>List<T></code> to <code>GetElementsInRange/GetElementsInBounds</code> and iterate results without allocations.</li> <li>Component queries: <code>GetComponents(buffer)</code> clears and fills your buffer instead of allocating arrays.</li> <li>Editor utilities: temporary arrays/lists from pools keep import/scan tools snappy, especially inside loops.</li> </ul> <hr> <h2 id=dependency-injection-integrations>Dependency Injection Integrations<a class=headerlink href=#dependency-injection-integrations title="Permanent link">¶</a></h2> <p><strong>Auto-detected packages:</strong></p> <ul> <li>Zenject/Extenject: <code>com.extenject.zenject</code>, <code>com.modesttree.zenject</code>, <code>com.svermeulen.extenject</code></li> <li>VContainer: <code>jp.cysharp.vcontainer</code>, <code>jp.hadashikick.vcontainer</code></li> <li>Reflex: <code>com.gustavopsantos.reflex</code></li> </ul> <p><strong>Manual or source imports (no UPM):</strong></p> <ul> <li>Add scripting defines in <code>Project Settings > Player > Other Settings > Scripting Define Symbols</code>:</li> <li><code>ZENJECT_PRESENT</code> when Zenject/Extenject is present</li> <li><code>VCONTAINER_PRESENT</code> when VContainer is present</li> <li><code>REFLEX_PRESENT</code> when Reflex is present</li> <li>Add the define per target platform (e.g., Standalone, Android, iOS).</li> </ul> <p><strong>Notes:</strong></p> <ul> <li>When the define is present, optional assemblies under <code>Runtime/Integrations/*</code> compile automatically and expose helpers like <code>RelationalComponentsInstaller</code> (Zenject/Reflex) and <code>RegisterRelationalComponents()</code> (VContainer).</li> <li>If you use UPM, no manual defines are required — the package IDs above trigger symbols via <code>versionDefines</code> in the asmdefs.</li> <li>For test scenarios without LifetimeScope (VContainer), SceneContext (Zenject), or SceneScope (Reflex), see <a href=../features/relational-components/relational-components/#di-integrations-testing-and-edge-cases>DI Integrations: Testing and Edge Cases</a> for step‑by‑step patterns.</li> </ul> <p><strong>Quick start:</strong></p> <ul> <li><strong>VContainer</strong>: in your <code>LifetimeScope.Configure</code>, call <code>builder.RegisterRelationalComponents()</code>.</li> <li><strong>Zenject/Extenject</strong>: add <code>RelationalComponentsInstaller</code> to your <code>SceneContext</code> (toggle scene scan if desired).</li> <li><strong>Reflex</strong>: place <code>RelationalComponentsInstaller</code> on the same GameObject as your <code>SceneScope</code> to bind the assigner, run the scene scan, and (optionally) listen for additive scenes. Use <code>container.InjectWithRelations(...)</code> / <code>InstantiateGameObjectWithRelations(...)</code> for DI-friendly hydration.</li> </ul> <div class="language-csharp highlight"><table class=highlighttable><tr><th colspan=2 class=filename><span class=filename>C#</span></th></tr><tr><td class=linenos><div class=linenodiv><pre><span></span><span class=normal><a href=#__codelineno-22-1> 1</a></span>
<span class=normal><a href=#__codelineno-22-2> 2</a></span>
<span class=normal><a href=#__codelineno-22-3> 3</a></span>
<span class=normal><a href=#__codelineno-22-4> 4</a></span>
<span class=normal><a href=#__codelineno-22-5> 5</a></span>
<span class=normal><a href=#__codelineno-22-6> 6</a></span>
<span class=normal><a href=#__codelineno-22-7> 7</a></span>
<span class=normal><a href=#__codelineno-22-8> 8</a></span>
<span class=normal><a href=#__codelineno-22-9> 9</a></span>
<span class=normal><a href=#__codelineno-22-10>10</a></span>
<span class=normal><a href=#__codelineno-22-11>11</a></span>
<span class=normal><a href=#__codelineno-22-12>12</a></span>
<span class=normal><a href=#__codelineno-22-13>13</a></span>
<span class=normal><a href=#__codelineno-22-14>14</a></span>
<span class=normal><a href=#__codelineno-22-15>15</a></span>
<span class=normal><a href=#__codelineno-22-16>16</a></span>
<span class=normal><a href=#__codelineno-22-17>17</a></span>
<span class=normal><a href=#__codelineno-22-18>18</a></span>
<span class=normal><a href=#__codelineno-22-19>19</a></span>
<span class=normal><a href=#__codelineno-22-20>20</a></span>
<span class=normal><a href=#__codelineno-22-21>21</a></span>
<span class=normal><a href=#__codelineno-22-22>22</a></span>
<span class=normal><a href=#__codelineno-22-23>23</a></span>
<span class=normal><a href=#__codelineno-22-24>24</a></span>
<span class=normal><a href=#__codelineno-22-25>25</a></span></pre></div></td><td class=code><div><pre><span></span><code><span id=__span-22-1><a id=__codelineno-22-1 name=__codelineno-22-1></a><span class=c1>// VContainer — LifetimeScope</span>
</span><span id=__span-22-2><a id=__codelineno-22-2 name=__codelineno-22-2></a><span class=k>using</span><span class=w> </span><span class=nn>VContainer</span><span class=p>;</span>
</span><span id=__span-22-3><a id=__codelineno-22-3 name=__codelineno-22-3></a><span class=k>using</span><span class=w> </span><span class=nn>VContainer.Unity</span><span class=p>;</span>
</span><span id=__span-22-4><a id=__codelineno-22-4 name=__codelineno-22-4></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Integrations.VContainer</span><span class=p>;</span>
</span><span id=__span-22-5><a id=__codelineno-22-5 name=__codelineno-22-5></a>
</span><span id=__span-22-6><a id=__codelineno-22-6 name=__codelineno-22-6></a><span class=k>protected</span><span class=w> </span><span class=k>override</span><span class=w> </span><span class=k>void</span><span class=w> </span><span class=nf>Configure</span><span class=p>(</span><span class=n>IContainerBuilder</span><span class=w> </span><span class=n>builder</span><span class=p>)</span>
</span><span id=__span-22-7><a id=__codelineno-22-7 name=__codelineno-22-7></a><span class=p>{</span>
</span><span id=__span-22-8><a id=__codelineno-22-8 name=__codelineno-22-8></a><span class=w> </span><span class=c1>// Register assigner + one-time scene scan + additive listener (default)</span>
</span><span id=__span-22-9><a id=__codelineno-22-9 name=__codelineno-22-9></a><span class=w> </span><span class=n>builder</span><span class=p>.</span><span class=n>RegisterRelationalComponents</span><span class=p>(</span>
</span><span id=__span-22-10><a id=__codelineno-22-10 name=__codelineno-22-10></a><span class=w> </span><span class=n>RelationalSceneAssignmentOptions</span><span class=p>.</span><span class=n>Default</span><span class=p>,</span>
</span><span id=__span-22-11><a id=__codelineno-22-11 name=__codelineno-22-11></a><span class=w> </span><span class=n>enableAdditiveSceneListener</span><span class=p>:</span><span class=w> </span><span class=k>true</span>
</span><span id=__span-22-12><a id=__codelineno-22-12 name=__codelineno-22-12></a><span class=w> </span><span class=p>);</span>
</span><span id=__span-22-13><a id=__codelineno-22-13 name=__codelineno-22-13></a><span class=p>}</span>
</span><span id=__span-22-14><a id=__codelineno-22-14 name=__codelineno-22-14></a>
</span><span id=__span-22-15><a id=__codelineno-22-15 name=__codelineno-22-15></a><span class=c1>// Zenject — prefab instantiation with DI + relations</span>
</span><span id=__span-22-16><a id=__codelineno-22-16 name=__codelineno-22-16></a><span class=k>using</span><span class=w> </span><span class=nn>Zenject</span><span class=p>;</span>
</span><span id=__span-22-17><a id=__codelineno-22-17 name=__codelineno-22-17></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Integrations.Zenject</span><span class=p>;</span>
</span><span id=__span-22-18><a id=__codelineno-22-18 name=__codelineno-22-18></a>
</span><span id=__span-22-19><a id=__codelineno-22-19 name=__codelineno-22-19></a><span class=kt>var</span><span class=w> </span><span class=n>enemy</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>Container</span><span class=p>.</span><span class=n>InstantiateComponentWithRelations</span><span class=p>(</span><span class=n>enemyPrefab</span><span class=p>,</span><span class=w> </span><span class=n>parent</span><span class=p>);</span>
</span><span id=__span-22-20><a id=__codelineno-22-20 name=__codelineno-22-20></a>
</span><span id=__span-22-21><a id=__codelineno-22-21 name=__codelineno-22-21></a><span class=c1>// Reflex — prefab instantiation with DI + relations</span>
</span><span id=__span-22-22><a id=__codelineno-22-22 name=__codelineno-22-22></a><span class=k>using</span><span class=w> </span><span class=nn>Reflex.Core</span><span class=p>;</span>
</span><span id=__span-22-23><a id=__codelineno-22-23 name=__codelineno-22-23></a><span class=k>using</span><span class=w> </span><span class=nn>WallstopStudios.UnityHelpers.Integrations.Reflex</span><span class=p>;</span>
</span><span id=__span-22-24><a id=__codelineno-22-24 name=__codelineno-22-24></a>
</span><span id=__span-22-25><a id=__codelineno-22-25 name=__codelineno-22-25></a><span class=kt>var</span><span class=w> </span><span class=n>enemy</span><span class=w> </span><span class=o>=</span><span class=w> </span><span class=n>container</span><span class=p>.</span><span class=n>InstantiateComponentWithRelations</span><span class=p>(</span><span class=n>enemyPrefab</span><span class=p>,</span><span class=w> </span><span class=n>parent</span><span class=p>);</span>
</span></code></pre></div></td></tr></table></div> <p>See the full guide with scenarios, troubleshooting, and testing patterns: <a href=../features/relational-components/relational-components/ >Relational Components Guide</a></p> <h3 id=additional-helpers>Additional Helpers<a class=headerlink href=#additional-helpers title="Permanent link">¶</a></h3> <ul> <li>VContainer:</li> <li><code>resolver.InjectWithRelations(component)</code> — inject + assign a single instance</li> <li><code>resolver.InstantiateComponentWithRelations(prefab, parent)</code> — instantiate + inject + assign</li> <li><code>resolver.InjectGameObjectWithRelations(root, includeInactiveChildren)</code> — inject hierarchy + assign</li> <li> <p><code>resolver.InstantiateGameObjectWithRelations(prefab, parent)</code> — instantiate GO + inject + assign</p> </li> <li> <p>Zenject:</p> </li> <li><code>container.InjectWithRelations(component)</code> — inject + assign a single instance</li> <li><code>container.InstantiateComponentWithRelations(prefab, parent)</code> — instantiate + assign</li> <li><code>container.InjectGameObjectWithRelations(root, includeInactiveChildren)</code> — inject hierarchy + assign</li> <li> <p><code>container.InstantiateGameObjectWithRelations(prefab, parent)</code> — instantiate GO + inject + assign</p> </li> <li> <p>Reflex:</p> </li> <li><code>container.InjectWithRelations(component)</code> — inject + assign a single instance</li> <li><code>container.InstantiateComponentWithRelations(prefab, parent)</code> — instantiate + inject + assign</li> <li><code>container.InjectGameObjectWithRelations(root, includeInactiveChildren)</code> — inject hierarchy + assign</li> <li><code>container.InstantiateGameObjectWithRelations(prefab, parent)</code> — instantiate GO + inject + assign</li> </ul> <h3 id=additive-scene-loads>Additive Scene Loads<a class=headerlink href=#additive-scene-loads title="Permanent link">¶</a></h3> <ul> <li>VContainer: <code>RegisterRelationalComponents(..., enableAdditiveSceneListener: true)</code> registers a listener that hydrates components in newly loaded scenes.</li> <li>Zenject: <code>RelationalComponentsInstaller</code> exposes a toggle "Listen For Additive Scenes" to register the same behavior.</li> <li>Reflex: <code>RelationalComponentsInstaller</code> exposes a toggle "Listen For Additive Scenes" to register the same behavior.</li> <li>Only the newly loaded scene is processed; other loaded scenes are not re‑scanned.</li> </ul> <h3 id=performance-options>Performance Options<a class=headerlink href=#performance-options title="Permanent link">¶</a></h3> <ul> <li>One-time scene scan runs after container build; additive scenes are handled incrementally.</li> <li>Single-pass scan (default) reduces <code>FindObjectsOfType</code> calls by scanning once and checking type ancestry.</li> <li>VContainer: <code>new RelationalSceneAssignmentOptions(includeInactive: true, useSinglePassScan: true)</code></li> <li>Zenject: <code>new RelationalSceneAssignmentOptions(includeInactive: true, useSinglePassScan: true)</code></li> <li>Reflex: <code>new RelationalSceneAssignmentOptions(includeInactive: true, useSinglePassScan: true)</code></li> <li>Per-object paths (instantiate/inject helpers, pools) avoid global scans entirely for objects created via DI.</li> </ul> <hr> <h2 id=performance>Performance<a class=headerlink href=#performance title="Permanent link">¶</a></h2> <p>Unity Helpers is built with performance as a top priority:</p> <p><strong>Random Number Generation:</strong></p> <ul> <li>10-15x faster than Unity.Random in benchmarks (655-885M ops/sec vs 65-85M ops/sec)</li> <li>Zero GC pressure with thread-local instances</li> <li><a href=../performance/random-performance/ >📊 Full Random Performance Benchmarks</a></li> </ul> <p><strong>Spatial Queries:</strong></p> <ul> <li>O(log n) tree queries vs O(n) linear search</li> <li>Significant speedup for large datasets (QuadTree2D example: 10,000 objects = ~13 checks vs 10,000 checks)</li> <li>See benchmarks for detailed performance comparisons</li> <li><a href=../performance/spatial-tree-2d-performance/ >📊 2D Performance Benchmarks</a></li> <li><a href=../performance/spatial-tree-3d-performance/ >📊 3D Performance Benchmarks</a></li> </ul> <p><strong>Memory Management:</strong></p> <ul> <li>Zero-allocation buffering pattern reduces GC spikes</li> <li>Object pooling for List, HashSet, Stack, Queue, Arrays</li> <li>5-10 FPS improvement in complex scenes from stable GC</li> </ul> <p><strong>Reflection:</strong></p> <ul> <li>Cached delegates are 10–100x faster than raw <code>System.Reflection</code> (method invocations ~12x; boxed scenarios up to 100x)</li> <li>Safe for IL2CPP and AOT platforms; capability overrides (<code>ReflectionHelpers.OverrideReflectionCapabilities</code>) let tests force expression/IL fallbacks</li> <li>Run the benchmarks via <strong>ReflectionPerformanceTests.Benchmark</strong> (EditMode Test Runner) and commit the updated markdown section</li> <li><a href=../features/utilities/reflection-helpers/ >📘 Reflection Helpers Guide</a> and <a href=../performance/reflection-performance/ >📊 Benchmarks</a></li> </ul> <p><strong>List Sorting:</strong></p> <ul> <li>Multiple adaptive algorithms (<code>Ghost</code>, <code>Meteor</code>, <code>Power</code>, <code>Grail</code>, <code>Pattern-Defeating QuickSort</code>, <code>Insertion</code>, <code>Tim</code>, <code>Jesse</code>, <code>Green</code>, <code>Ska</code>, <code>Ipn</code>, <code>Smooth</code>, <code>Block</code>, <code>IPS4o</code>, <code>Power+</code>, <code>Glide</code>, <code>Flux</code>) tuned for <code>IList<T></code></li> <li>Deterministic datasets (sorted, nearly sorted, shuffled) across sizes from 100 to 1,000,000</li> <li><a href=../performance/ilist-sorting-performance/ >📊 IList Sorting Performance Benchmarks</a></li> </ul> <hr> <h2 id=documentation-index>Documentation Index<a class=headerlink href=#documentation-index title="Permanent link">¶</a></h2> <p><strong>Start Here:</strong></p> <ul> <li>🚀 Getting Started — <a href=../overview/getting-started/ >Getting Started Guide</a></li> <li>🔍 Feature Index — <a href=../overview/ >Complete A-Z Index</a></li> <li>📖 Glossary — <a href=../overview/glossary/ >Term Definitions</a></li> </ul> <p><strong>Core Guides:</strong></p> <ul> <li>Odin Migration Guide — <a href=../guides/odin-migration-guide/ >Migrate from Odin Inspector</a></li> <li>Serialization Guide — <a href=../features/serialization/serialization/ >Serialization</a></li> <li>Editor Tools Guide — <a href=../features/editor-tools/editor-tools-guide/ >Editor Tools</a></li> <li>Math & Extensions — <a href=../features/utilities/math-and-extensions/ >Core Math & Extensions</a></li> <li>Singletons — <a href=../features/utilities/singletons/ >Singleton Utilities</a></li> <li>Relational Components — <a href=../features/relational-components/relational-components/ >Relational Components</a></li> <li>Effects System — <a href=../features/effects/effects-system/ >Effects System</a></li> <li>Data Structures — <a href=../features/utilities/data-structures/ >Data Structures</a></li> </ul> <p><strong>Spatial Trees:</strong></p> <ul> <li>2D Spatial Trees Guide — <a href=../features/spatial/spatial-trees-2d-guide/ >2D Spatial Trees Guide</a></li> <li>3D Spatial Trees Guide — <a href=../features/spatial/spatial-trees-3d-guide/ >3D Spatial Trees Guide</a></li> <li>Spatial Tree Semantics — <a href=../features/spatial/spatial-tree-semantics/ >Spatial Tree Semantics</a></li> <li>Spatial Tree 2D Performance — <a href=../performance/spatial-tree-2d-performance/ >Spatial Tree 2D Performance</a></li> <li>Spatial Tree 3D Performance — <a href=../performance/spatial-tree-3d-performance/ >Spatial Tree 3D Performance</a></li> <li>Hulls (Convex vs Concave) — <a href=../features/spatial/hulls/ >Hulls</a></li> </ul> <p><strong>Performance & Reference:</strong></p> <ul> <li>Reflection Performance Guide — <a href=../performance/reflection-performance/ >Reflection Benchmarks</a></li> <li>Reflection AOT/Burst Validation — <a href=../features/utilities/reflection-helpers/#il2cppwebgl-notes>IL2CPP & Burst Validation</a></li> <li>Reflection Benchmark Workflow — <a href=../features/utilities/reflection-helpers/#benchmarking-verification>Benchmarking & Verification</a></li> <li>Random Performance — <a href=../performance/random-performance/ >Random Performance</a></li> <li>Reflection Helpers — <a href=../features/utilities/reflection-helpers/ >Reflection Helpers</a></li> <li>IList Sorting Performance — <a href=../performance/ilist-sorting-performance/ >IList Sorting Performance</a></li> </ul> <p><strong>Project Info:</strong></p> <ul> <li>Changelog — <a href=https://github.com/wallstop/unity-helpers/blob/main/CHANGELOG.md>Changelog</a></li> <li>License — <a href=../project/license/ >License</a></li> <li>Third‑Party Notices — <a href=../project/third-party-notices/ >Third‑Party Notices</a></li> <li>Contributing — <a href=../project/contributing/ >Contributing</a></li> <li>llms.txt — <a href=../project/llms-txt/ >LLM-Friendly Documentation</a> | <a href=https://github.com/wallstop/unity-helpers/blob/main/llms.txt>llms.txt</a></li> </ul> <hr> <h2 id=contributing>Contributing<a class=headerlink href=#contributing title="Permanent link">¶</a></h2> <p>Contributions are welcome! Please feel free to submit a Pull Request.</p> <h3 id=formatting-assistance>Formatting Assistance<a class=headerlink href=#formatting-assistance title="Permanent link">¶</a></h3> <ul> <li>Dependabot PRs: Formatting fixes (CSharpier + Prettier + markdownlint) are applied automatically by CI.</li> <li>Contributor PRs: Opt-in formatting is available.</li> <li>Comment on the PR with <code>/format</code> (aliases: <code>/autofix</code>, <code>/lint-fix</code>).<ul> <li>If the PR branch is in this repo, the bot pushes a commit with fixes.</li> <li>If the PR is from a fork, the bot opens a formatting PR targeting the base branch.</li> <li>The commenter must be the PR author or a maintainer/collaborator.</li> </ul> </li> <li>Or run the Actions workflow manually: Actions → "Opt-in Formatting" → Run workflow → enter the PR number.</li> <li>Not everything is auto-fixable: link checks and YAML linting may still require manual changes.</li> </ul> <p>See more details in <a href=../project/contributing/ >CONTRIBUTING</a>.</p> <hr> <h2 id=license>License<a class=headerlink href=#license title="Permanent link">¶</a></h2> <p>This project is licensed under the MIT License - see the <a href=../project/license/ >LICENSE</a> file for details.</p> <h2 id=20-release-notes-highlights>2.0 Release Notes (Highlights)<a class=headerlink href=#20-release-notes-highlights title="Permanent link">¶</a></h2> <ul> <li>BinaryFormatter deprecated, still functional for trusted/legacy data:</li> <li> <p><code>SerializationType.SystemBinary</code> is <code>[Obsolete]</code>. Use <code>SerializationType.Json</code> (System.Text.Json + Unity converters) or <code>SerializationType.Protobuf</code> (protobuf-net) for new work. 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