AI Slop Code RIsk Monitor

Unity-Technologies/UnityCsReference

Unity C# reference source code.

5.0 Moderate pattern signal View on GitHub

Maintenance and Governance Review

This report summarizes scanner evidence for Unity-Technologies/UnityCsReference, a C# project with 13,022 GitHub stars. SynthScan examined 2,160,736 lines of code across 8751 source files, recording 11775 pattern matches distributed across 12 syntactic categories. The legacy adjusted pattern signal is 5.0 (Moderate pattern signal); it is not an authorship estimate.

Use the findings to ask whether maintainers can explain intent, verify dependencies, simplify unnecessary scaffolding, and focus review effort. Risk Payload v1 adds ownership, supply-chain, over-engineering, and review-effort vectors when available. These are prompts for human verification, not probabilities, security findings, or measured maintenance costs.

5.0
Adjusted Signal
5.0
Raw Pattern Score
100%
Time Factor
2026-10-08
Last Push
13.0K
Stars
C#
Language
2.2M
Lines of Code
8.8K
Files
11.8K
Pattern Hits
2026-10-12
Scan Date
0.01
HC Hit Rate

Risk Review · v3

Use each vector to guide manual verification of the underlying findings.

Cognitive Ownership Risk 21.5/100 · LOW

Can maintainers explain intent, assumptions, and trade-offs? 11743 finding(s).

Hallucinated Dependency & Supply Chain Risk 0.7/100 · LOW

Are imports declared and package/API names verified? 31 finding(s).

Agent Over-Engineering Ratio 0.0/100 · LOW

Are wrappers, guards, and repeated structures necessary? 2 finding(s).

PR Review Velocity Impact 25.1/100 · MEDIUM

Which changes need focused human review? 11775 finding(s).

What These Metrics Mean

Adjusted Signal
Legacy pattern score normalized per 1,000 scanned lines and multiplied by the repository-level time factor. It is not an estimate of AI authorship.
Raw Pattern Score
Sum of severity- and context-weighted pattern findings before applying the time factor.
Time Factor
A coarse multiplier based on repository last-push metadata. It does not identify when individual code was written.
Pattern Hits
Count of configured pattern findings. Review each location and surrounding code before acting.
HC Hit Rate
High- and critical-severity findings per scanned file. Severity is a configured detector weight, not proof of a vulnerability or authorship.
Lines / Files
Scan coverage denominators used by the legacy normalized score.

Pattern-Signal History

This chart tracks the legacy adjusted pattern score across scan runs. Changes can reflect source changes, scan coverage, or detector/scoring versions; they do not measure AI adoption or prove that a team refactored code. Compare runs only when their scoring versions are compatible. The dashed line tracks the raw pattern-hit count.

Severity Breakdown

Groups findings by configured severity weight. Severity is not a confidence estimate, security rating, or proof that a package is missing. Verify imports against the project's manifests and inspect each finding in its local design context.

CRITICAL 27HIGH 73MEDIUM 54LOW 11621

Directory Score Breakdown

This horizontal bar chart shows where configured pattern scores accumulate across directories. Treat the bars as locations to inspect, not as evidence of authorship or code quality. Use the file-level findings to decide whether a directory needs a focused ownership, dependency, complexity, or review check.

Pattern Findings

The scanner identified 11775 distinct pattern matches across 12 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a detector match to inspect in context. Expand any category row to inspect the individual file paths, line numbers, code snippets, and the lexical context (CODE, COMMENT, or STRING) in which each match was detected.

Reading the findings table: The Severity column indicates the configured finding weight (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — legacy comment-context matches receive a ×1.5 score weight. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier under the legacy scoring model.

Over-Commented Block11578 hits · 9676 pts
SeverityFileLineSnippetContext
LOWRuntime/Serialize/Managed/Core/Instances.cs21//COMMENT
LOWRuntime/Serialize/Managed/Core/ReadExecutor.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Serialize/Managed/Core/ReadExecutor.cs21//COMMENT
LOWRuntime/Serialize/Managed/Core/ReadExecutor.cs101 // Open element-source loops whose FUID frame push succeeded, one bitCOMMENT
LOWRuntime/Serialize/Managed/Core/ReadExecutor.cs761 }COMMENT
LOWRuntime/Serialize/Managed/Core/WriteExecutor.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Serialize/Managed/Core/WriteExecutor.cs21// nested objects are rooted by the frame stack. Pins exist only where anCOMMENT
LOWRuntime/Serialize/Managed/Core/WriteExecutor.cs121 {COMMENT
LOWRuntime/Serialize/Managed/Core/WriteExecutor.cs141 nint cursorOffset = 0;COMMENT
LOWRuntime/Serialize/Managed/Core/SharedUtilities.cs101 s_V2CommandExceptionHandler(e);COMMENT
LOWRuntime/Serialize/Managed/Core/Commands.cs61 // Exec-only stream header, always the first command of a publishedCOMMENT
LOWRuntime/Serialize/Managed/Core/Commands.cs461COMMENT
LOWRuntime/Serialize/Managed/Core/Strings.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Serialize/Managed/Core/WireFormat.cs21COMMENT
LOWRuntime/Serialize/Managed/Core/CallbackResolution.cs61COMMENT
LOWRuntime/Serialize/Managed/Core/CallbackResolution.cs81 public static void InvokeOnAfterDeserialize(ref T target) => target.OnAfterDeserialize();COMMENT
LOWRuntime/Serialize/Managed/Core/FuidPaths.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Serialize/Managed/Core/ReadUtilities.cs1// Unity C# reference sourceCOMMENT
LOW…ialize/Managed/Extensions/ExtensionSimpleNativeType.cs1// Unity C# reference sourceCOMMENT
LOW…lize/Managed/Extensions/ExtensionSerializeReference.cs1// Unity C# reference sourceCOMMENT
LOW…lize/Managed/Extensions/ExtensionSerializeReference.cs101 // (TypeSerializeReference.cpp). The referenced instances are already live,COMMENT
LOW…time/Serialize/Managed/Extensions/ExtensionEntityId.cs1// Unity C# reference sourceCOMMENT
LOW…erialize/Managed/Extensions/DictionarySerialization.cs61COMMENT
LOW…erialize/Managed/Extensions/DictionarySerialization.cs401 }COMMENT
LOW…erialize/Managed/Extensions/DictionarySerialization.cs441 var del = (SetEntriesTypedDelegate)SerializationCommandObjectTable.Get(idx);COMMENT
LOW…erialize/Managed/Extensions/DictionarySerialization.cs481 #region Required by native codeCOMMENT
LOW…me/Serialize/Managed/Extensions/ExtensionDictionary.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Serialize/Managed/Extensions/Extensions.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Serialize/Managed/Extensions/Extensions.cs61 // version 8: dynamic-family READ handlers (M7c).COMMENT
LOWRuntime/Serialize/Managed/Extensions/Extensions.cs81 // version 12: [SerializeReference] collection read handler.COMMENT
LOWRuntime/Profiler/ScriptBindings/ProfilerCategory.cs61 /// <summary>COMMENT
LOWRuntime/Profiler/ScriptBindings/ProfilerCategory.cs81 /// <summary>COMMENT
LOWRuntime/Profiler/ScriptBindings/ProfilerCategory.cs101 /// <summary>COMMENT
LOWRuntime/Profiler/ScriptBindings/ProfilerCategory.cs121 /// <summary>COMMENT
LOWRuntime/Profiler/ScriptBindings/ProfilerCategory.cs141 /// <summary>COMMENT
LOWRuntime/Export/Scripting/CurrentAssemblies.cs41 GetAssemblyLoadContextMethod = method,COMMENT
LOWRuntime/Export/Scripting/CoreInitializer.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Export/Scripting/UnityEngineObject.bindings.cs741 return FindObjectsByType(type, findObjectsInactive, FindObjectsSortMode.None);COMMENT
LOWRuntime/Export/Scripting/UnityEngineObject.bindings.cs1061 // here in C# on first use and its strong GCHandle is written back into that slot, so everyCOMMENT
LOWRuntime/Export/Scripting/LazyLoadReference.cs21 // as the scene, even if they are not needed right away. Having lazy loading can make loading scene faster for thCOMMENT
LOWRuntime/Export/Scripting/LazyLoadReference.cs41 /// Determines if the reference is linked to an asset, loaded or not, valid or not.COMMENT
LOWRuntime/Export/Scripting/WaitTimeoutMode.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Export/ObjectPool/GenericPool.cs21COMMENT
LOWRuntime/Export/ObjectPool/RentSpan.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Export/ObjectPool/RentSpan.cs21 [VisibleToOtherModules("UnityEngine.CoreModule", "UnityEngine.HierarchyModule", "UnityEditor.HierarchyModule", "UnitCOMMENT
LOWRuntime/Export/ObjectPool/RentSpanUnmanaged.cs21 /// </remarks>COMMENT
LOWRuntime/Export/ObjectPool/RentSpanUnmanaged.cs41 /// buffer.Span[0] = 42;COMMENT
LOWRuntime/Export/ObjectPool/ObjectPools.cs41 /// Number of objects that are currently available in the pool.COMMENT
LOWRuntime/Export/ObjectPool/UnsafeGenericPool.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Export/ObjectPool/UnsafeGenericPool.cs21 // CleanupStrategy property is internal).COMMENT
LOWRuntime/Export/ObjectPool/PooledObject.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Export/Input/EventModifers.cs21 /// The Shift key is pressed.COMMENT
LOWRuntime/Export/Input/KeyCode.cs721 // We could expose all 10 joysticks here, but I think that a user would rarely want to explicitlyCOMMENT
LOWRuntime/Export/Loadable/LoadableSceneId.cs21 /// <summary>COMMENT
LOWRuntime/Export/Loadable/LoadableSceneId.cs41 /// In the Player, <see cref="SceneManager.LoadSceneAsync(LoadableSceneId, LoadSceneParameters)"/> loads the scene fCOMMENT
LOWRuntime/Export/Loadable/LoadableBlobId.bindings.cs21 /// <summary>COMMENT
LOWRuntime/Export/Loadable/LoadableObjectId.bindings.cs21 SingleImportedObject = 2,COMMENT
LOWRuntime/Export/Loadable/LoadableObjectId.bindings.cs41 /// LoadableObjectId has no load or release methods of its own, it makes clear that each caller constructs its ownCOMMENT
LOWRuntime/Export/RenderPipeline/RendererList.bindings.cs181 /// <summary>COMMENT
LOWRuntime/Export/RenderPipeline/RendererList.bindings.cs201 /// <summary>COMMENT
11518 more matches not shown…
Synthetic Comment Markers73 hits · 548 pts
SeverityFileLineSnippetContext
HIGH…mance/Management/AdaptivePerformanceManagerSettings.cs117 /// <returns>The active loader as requested type, or null if no active loader currently exists.</returns>COMMENT
HIGH…les/ManagedKernel/Managed/Collections/FixedList.gen.cs8// This code was generated by a tool.COMMENT
HIGH…ged/Collections/NativeParallelHashSetExtensions.gen.cs10// This code was generated by a tool.COMMENT
HIGH…nagedKernel/Managed/Collections/RewindableAllocator.cs216 /// Retrieves the size of the initial memory block, as requested in the Initialize function.COMMENT
HIGH…gedKernel/Managed/Collections/FixedStringFormat.gen.cs8// This code was generated by a tool.COMMENT
HIGH…el/Managed/Collections/FixedStringFormatMethods.gen.cs8// This code was generated by a tool.COMMENT
HIGH…es/ManagedKernel/Managed/Collections/NativeText.gen.cs8// This code was generated by a tool.COMMENT
HIGH…s/ManagedKernel/Managed/Collections/FixedString.gen.cs9// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float3x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float2x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/half3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool3x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool2x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double3x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double2x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint4x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint3x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint2x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool4x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double4x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int4x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float4x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint4x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double3x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double2x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool3x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool2x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int3x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int2x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float3x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float2x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float4x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double4x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool4x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint3x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint2x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint4x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool2x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool3x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int2x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int3x4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float2x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float3x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/half2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double4x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int4x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/half4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double2x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/double3x3.gen.cs7// This code was generated by a tool.COMMENT
13 more matches not shown…
Hallucination Indicators27 hits · 305 pts
SeverityFileLineSnippetContext
CRITICAL…etPipelineEditor/ImportSettings/AssetImporterEditor.cs929 var blockItemStyleSheet = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetBlockItemStyleShCODE
CRITICAL…etPipelineEditor/ImportSettings/AssetImporterEditor.cs932 var pipelineStyleSheet = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetPipelineInspectorCODE
CRITICAL…etPipelineEditor/ImportSettings/AssetImporterEditor.cs1140 var template = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetPostprocessorElementTemplatCODE
CRITICAL…etPipelineEditor/ImportSettings/AssetImporterEditor.cs1158 var script = postprocessorType != null ? UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.FindCODE
CRITICAL⚡…etPipelineEditor/ImportSettings/AssetImporterEditor.cs1281 var blockIcon = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetBlockIcon();CODE
CRITICAL⚡…etPipelineEditor/ImportSettings/AssetImporterEditor.cs1283 var viewTemplate = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetExecutionViewTemplate()CODE
CRITICAL⚡…etPipelineEditor/ImportSettings/AssetImporterEditor.cs1284 var rowTemplate = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetExecutionRowTemplate();CODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs347 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rect, color, playModeTinCODE
CRITICAL⚡Modules/UIElementsEditor/Debugger/OverlayPainter.cs370 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(topRect, color, playModeCODE
CRITICAL⚡Modules/UIElementsEditor/Debugger/OverlayPainter.cs373 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(bottomRect, color, playModeTCODE
CRITICAL⚡Modules/UIElementsEditor/Debugger/OverlayPainter.cs376 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rightRect, color, playModeTiCODE
CRITICAL⚡Modules/UIElementsEditor/Debugger/OverlayPainter.cs379 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(lefRect, color, playModeTintCODE
CRITICALModules/QuickSearch/Editor/Providers/AdbProvider.cs98 var parsedQuery = UnityEditor.Search.Providers.AdbProvider.adbExplicitQueryEngine.ParseQuery(query);CODE
CRITICALModules/QuickSearch/Editor/Indexing/SearchDatabase.cs1119 Unity.Profiling.LowLevel.Unsafe.ProfilerUnsafeUtility.SetMarkerMetadata(CODE
CRITICALModules/QuickSearch/Editor/Indexing/SearchDatabase.cs1132 Ptr = Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf(ref nanoseconds)CODE
CRITICALModules/QuickSearch/Editor/Indexing/SearchDatabase.cs1134 Unity.Profiling.LowLevel.Unsafe.ProfilerUnsafeUtility.SingleSampleWithMetadata(k_IndexingRequestCounter.HandCODE
CRITICALModules/U2DRuntime/Managed/UTess2D/ArraySlice.cs38 m_Safety = Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetAtomicSafetyHandle(array);CODE
CRITICALModules/U2DRuntime/Managed/UTess2D/ArraySlice.cs57 m_Safety = Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetAtomicSafetyHandle(array.m_Array);CODE
CRITICAL…cessors/ScriptBindings/ScriptableGenerator.bindings.cs705 var buffer = new Span<float>(args->AudioBuffer, storage.Header.Configuration.Setup.speakerMode.CCODE
CRITICAL…cessors/ScriptBindings/ScriptableGenerator.bindings.cs706 var channelBuffer = new ChannelBuffer(buffer, storage.Header.Configuration.Setup.speakerMode.ChaCODE
CRITICALModules/GraphViewEditor/LineView.cs43 mgc.meshGenerator.DrawRectangle(UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(lineRCODE
CRITICAL…ules/UIElements/Core/Renderer/UIRMeshManagerTracked.cs212 RawSlice srcVerts = update.meshHandle.allocPage.vertices.cpuData.Slice((int)update.meshHandle.allocVCODE
CRITICALModules/UIElements/Core/Renderer/UIRPainter2D.cs646 vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi);CODE
CRITICALModules/UIElements/Core/Renderer/UIRPainter2D.cs822 vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi);CODE
CRITICALModules/UIElements/Core/Renderer/UIRPainter2D.cs827 texturePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(m_CachedFillTexture);CODE
CRITICALEditor/Mono/CodeEditor/SyncVS.cs22 Unity.CodeEditor.CodeEditor.Editor.CurrentCodeEditor.SyncAll();CODE
CRITICALEditor/Mono/UIElements/Controls/CurveField.cs554 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeTextured(CODE
AI Slop Vocabulary46 hits · 142 pts
SeverityFileLineSnippetContext
MEDIUM…Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs73 // before running the callbacks, we update the generation and current cancellation token, so that the callbaCOMMENT
MEDIUM…Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs80 // before running the callbacks, we update the generation and current cancellation token, so that the callbaCOMMENT
MEDIUM…dules/UnityConnectEditor/Common/NotificationManager.cs140 //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will outpCOMMENT
MEDIUM…dules/UnityConnectEditor/Common/NotificationManager.cs175 //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will COMMENT
MEDIUM…ed/MultiplayerPlayMode/Scenarios/Api/ExecutionStage.cs9 /// Instances use these stages to process groups of nodes, while Scenarios leverageCOMMENT
MEDIUM…ementsEditor/Profiler/PanelComponentsPaneController.cs372 // (4) No-selection overlay. Absolutely positioned so toggling it doesn't reflow theCOMMENT
MEDIUM…ngEditor/Managed/Hierarchy/VisualElementNodeHandler.cs927 /// robust to edits. Elements with no <see cref="VisualElement.visualElementAsset"/> — control-internalCOMMENT
MEDIUM…r/Controls/StylePropertyField/CurvaturePreviewPopup.cs305 // 1) seamless translucent surface — one closed boundary path, so no interior seams by construction.COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs75 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs132 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs189 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs254 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs319 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs387 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs455 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs521 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs587 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs653 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…etBundle/Public/DownloadHandlerAssetBundle.bindings.cs143 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUM…etBundle/Public/DownloadHandlerAssetBundle.bindings.cs156 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUMModules/AI/Public/NavMeshBuildSettings.bindings.cs73 ///<summary>The maximum number of worker threads that the build process can utilize when building a NavMesh withCOMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs171 /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functiCOMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs175 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs227 /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functiCOMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs231 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs290 /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functiCOMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs294 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs347 /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functiCOMMENT
MEDIUMModules/UnityWebRequestWWW/Public/WWW.cs351 ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different COMMENT
MEDIUMModules/Subsystems/SubsystemManager.bindings.cs13 ///<remarks>Provides the ability to query for <see cref="SubsystemDescriptor" />s which enumerate features. Given anCOMMENT
MEDIUM…hysicsCore2D/Scripting/Assets/PhysicsCoreSettings2D.cs184 /// Essentially there are some internal tolerances, such as how close two shapes need to be before they are consCOMMENT
MEDIUM⚡Modules/Cloth/Cloth.bindings.cs328 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
MEDIUM⚡Modules/Cloth/Cloth.bindings.cs334 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
MEDIUM⚡Modules/Cloth/Cloth.bindings.cs340 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
MEDIUM⚡Modules/Cloth/Cloth.bindings.cs346 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
LOWModules/UIElements/Core/StyleEnums.cs246 /// The VisualElement is hidden. Hidden VisualElements will take up space in their parent layout if their positiCOMMENT
MEDIUMModules/UIElements/Core/VectorImage.cs32 /// <see cref="Mirror"/> repeats the gradient, but mirrors it at every integer boundary, creating a seamless mirroreCOMMENT
MEDIUMModules/UIElements/Core/VectorImage.cs45 /// Repeats the gradient, but mirrors it at every integer boundary, creating a seamless mirrored tiling.COMMENT
MEDIUMModules/UIElements/Core/Controls/TabView.cs244 // This serves as an utility for users to leverage in their script.COMMENT
MEDIUMModules/UIElements/Core/UXML/UxmlAttributes.cs418 /// You can utilize the UxmlObjectReferenceAttribute to indicate that a property or field isCOMMENT
MEDIUM…ting/ScriptCompilation/BeeDriver/UnityScriptUpdater.cs75 //that we are unable to upgrade the UnityUpgradable error. So we'll only return Certainly if there is not anCOMMENT
MEDIUMEditor/Mono/GI/PostProcessing.bindings.cs163 // Apply windowing: Essentially SHConv3 times the window constantsCOMMENT
MEDIUMEditor/Mono/GI/PostProcessing.bindings.cs368 // Apply windowing: Essentially SHConv3 times the window constantsCOMMENT
MEDIUMEditor/Mono/Inspector/TimeControl.cs133 // this new code prevent this and it is compliant with new and more robust v5.0 root motion COMMENT
MEDIUMEditor/Mono/PresetLibraries/ColorPresetLibrary.cs135 // comparing as Color32 is more robust due to floating point precision issues in Color comparisonCOMMENT
MEDIUMEditor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs539 // the most robust and maintainable approach.COMMENT
Verbosity Indicators19 hits · 28 pts
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LOW…rofilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs547 // we can't always assume that there is a thread root sample, as the data may be mal formed, butCOMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs655 /// // Step 1: Ensure all core Unity asset packs are available.COMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs667 /// // Step 2: Query the state of custom asset packs.COMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs678 /// // Step 3: Download any packs that are not yet installed.COMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs694 /// // Step 4: Download with progress monitoring.COMMENT
LOW…or/UI/CommandDispatch/Commands/GraphLoadingCommands.cs131 // If the graph tool doesn't allow multiple windows, we need to check if there are more than 1 window opCOMMENT
LOW…tEditor/UI/Windows/AutomaticGraphProcessingObserver.cs98 // We need to check if the graph was modified, butCOMMENT
LOWModules/Physics/ScriptBindings/Physics.bindings.cs2635 ///Normally, the MeshCollider component requires the baked mesh when the user instantiates it, or when the user COMMENT
LOWModules/Physics/ScriptBindings/Physics.bindings.cs2763 ///Normally, the MeshCollider component requires the baked mesh when the user instantiates it, or when the user COMMENT
LOWModules/UIElements/Core/VisualElement.cs2592 // When we add an element that's already disabled to a disabled parent, we need to check if thisCOMMENT
LOW…IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs55 // Step 1 : either a term or groupCOMMENT
LOW…IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs72 // Step 2 : either a combinator or the end of the expressionCOMMENT
LOW…IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs97 // Step 3 : Rollback the stack of combinators and create associated expressionsCOMMENT
LOWEditor/Mono/Inspector/MaterialEditor.cs1424 // we need to check if the range is inverted before clamping (case 1351151)COMMENT
LOWEditor/Mono/Prefabs/PrefabUtility.cs3178 // So for each corresponding object we need to check if it's the Prefab root GameObjectCOMMENT
LOWEditor/Mono/ProjectBrowser/ProjectBrowserColumnOne.cs386 else // expanded status does not get updated when deleting/moving folders. We need to check if the eCODE
LOWEditor/Mono/ProjectBrowser/ProjectBrowser.cs2314 // This section handles selecting the folders showing their content, if right clicked outside items.COMMENT
LOW…ceneManagement/StageManager/PrefabStage/PrefabStage.cs469 // In Playmode all instances have been unpacked so we need to check if the PrefabInstanceHandle have been deCOMMENT
LOW…Mono/VersionControl/Common/VCAssetModificationHooks.cs207 // We need to check if the provider deleted the file itself or not.COMMENT
Slop Phrases12 hits · 28 pts
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LOW…nnectEditor/Common/UIElementsNotificationSubscriber.cs16 /// Don't forget to subscribe to the topics that are of interest to your context and unsubscribed when closingCOMMENT
LOWModules/SceneTemplateEditor/SnapshotUtils.cs31 // Don't forget to apply so that all operations are done.COMMENT
MEDIUM⚡…les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs17 var csharpTabViewWithLabels = new TabView() { style = { marginTop = 15 } }; // marginTop not required, only CODE
MEDIUM⚡…les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs27 var csharpTabViewWithIcons = new TabView() { style = { marginTop = 15 } }; // marginTop not required, only fCODE
MEDIUM⚡…les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs37 var csharpTabViewWithIconsAndLabels = new TabView() { style = { marginTop = 15 } }; // marginTop not requireCODE
MEDIUM⚡…les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs47 var csharpReorderableTabView = new TabView() { reorderable = true, style = { marginTop = 10 } }; // marginToCODE
MEDIUM…les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs62 var cSharpCloseableTabs = new TabView() { style = { marginTop = 10 } }; // marginTop not required, only for CODE
MEDIUM…les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs79 var csharpCustomStyledTabView = new TabView() { style = { marginTop = 15 } }.WithClassList("some-styled-clasCODE
MEDIUMModules/Physics/ScriptBindings/Physics.bindings.cs2664 ///Here is a simple example baking the mesh on the main thread:</para>COMMENT
MEDIUMModules/Physics/ScriptBindings/Physics.bindings.cs2792 ///Here is a simple example baking the mesh on the main thread:</para>COMMENT
LOW…Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs96 public static readonly GUIContent unsetApplicationIdentifierWarning = L10n.TextContent("Don't forget to set CODE
LOW…/Mono/SerializedProperty/SerializedPropertyTreeView.cs637 // don't forget to refresh selected objects that got shoved off screenCOMMENT
Structural Annotation Overuse8 hits · 12 pts
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LOW…ing/Marshalling/BlittableNestedCollectionMarshaller.cs23 /// NOTE: This class does multiple allocations and is not particularly efficientCOMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs655 /// // Step 1: Ensure all core Unity asset packs are available.COMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs667 /// // Step 2: Query the state of custom asset packs.COMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs678 /// // Step 3: Download any packs that are not yet installed.COMMENT
LOWModules/AndroidJNI/AndroidAssetPacks.bindings.cs694 /// // Step 4: Download with progress monitoring.COMMENT
LOW…IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs55 // Step 1 : either a term or groupCOMMENT
LOW…IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs72 // Step 2 : either a combinator or the end of the expressionCOMMENT
LOW…IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs97 // Step 3 : Rollback the stack of combinators and create associated expressionsCOMMENT
TODO Padding4 hits · 6 pts
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LOW…/ManagedKernel/Managed/Collections/FixedStringUtils.cs85 // TODO: implement math.ldexpf (which presumably handles denormals (i don't))COMMENT
LOWModules/IMGUI/LayoutGroup.cs30 // TODO: implementCOMMENT
LOWModules/IMGUI/LayoutGroup.cs40 // TODO: implementCOMMENT
LOW…/Inspector/Controls/AuthoringVariableEditingContext.cs94 // TODO: implement using matching rules information from style diffCOMMENT
Fake / Example Data4 hits · 5 pts
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LOW…erWindow/VisualElements/ImageWithPlaceholderElement.cs30 var placeholderContainer = new VisualElement { name = "placeholder" };CODE
LOW…lkitEditor/GraphToolkitEditor/UI/GraphElementHelper.cs58 public static readonly string placeholderUssModifier = "placeholder";CODE
LOW…tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs61 /// <param name="placeholder">Placeholder that supplies the format and alignment.</param>COMMENT
LOW…tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs237 /// <param name="placeholder">The <see cref="Placeholder"/> used for creating a child <see cref="IFormattingInfo"/>.COMMENT
Example Usage Blocks2 hits · 3 pts
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LOWExternal/JsonParsers/MiniJson/MiniJSON.cs41 // Example usage:COMMENT
LOW…ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs38 /// // Example usageCOMMENT
Excessive Try-Catch Wrapping1 hit · 3 pts
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MEDIUMModules/UnityWebRequest/Public/WebRequestUtils.cs114 /// print( "Error downloading: " + download.error );COMMENT
Hyper-Verbose Identifiers1 hit · 1 pts
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LOW…dow/ProfilerModules/Memory/MemoryElementDataManager.cs14 internal class MemoryElementDataManagerCODE