Repository Analysis

Unity-Technologies/UnityCsReference

Unity C# reference source code.

4.5 Likely human-written View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of Unity-Technologies/UnityCsReference, a C# project with 12,970 GitHub stars. SynthScan v2.0 examined 1,964,023 lines of code across 8153 source files, recording 9502 pattern matches distributed across 12 syntactic categories. The overall adjusted score of 4.5 places this repository in the Likely human-written band.

The scanner applied 160+ deterministic lexical heuristics, multi-line block detectors, abstract syntax tree depth profilers, and a cross-file Jaccard similarity matrix to construct a statistically normalised synthetic code estimate. All matches are individually weighted by severity coefficient and contextual multiplier before summation, and the resulting headline score is temporally discounted to account for the repository's development history relative to the commercial emergence of large language model coding tooling (November 2022 onward).

4.5
Adjusted Score
4.5
Raw Score
100%
Time Factor
2026-08-28
Last Push
13.0K
Stars
C#
Language
2.0M
Lines of Code
8.2K
Files
9.5K
Pattern Hits
2026-08-29
Scan Date
0.01
HC Hit Rate

What These Metrics Mean

Adjusted Score
Primary synthetic code indicator. Raw score normalised per 1,000 lines of code and multiplied by the temporal discount factor. This is the definitive comparative metric — use it to rank repositories by AI authorship density.
Raw Score
The unmodified sum of all severity-weighted, context-multiplied pattern match scores before temporal discounting. Reflects the absolute signal strength independent of when the repository was last active.
Time Factor
The temporal discount multiplier (0–100%) applied to the raw score. Repositories last updated before ChatGPT's launch (Nov 2022) receive a 5% factor. Full signal is only assigned to repositories active in the post-adoption era (Jan 2024+).
Pattern Hits
Total count of individual pattern matches across all files and categories. A high hit count with a low score may indicate a very large codebase with isolated AI snippets; a low count with a high score indicates dense, concentrated AI signatures.
HC Hit Rate
High+Critical pattern hits per file, averaged across the repository. This orthogonal signal catches repositories where a few files are densely packed with high-severity AI tells — a strong indicator even when the normalised score appears moderate due to codebase size.
Lines of Code / Files
Total lines and files analysed. The scanner examines 94 file extensions. These denominators are used to normalise the score, enabling fair comparison between repositories of vastly different sizes.

Score History

This chart maps the temporal evolution of the adjusted synthetic code score across successive scan runs. An upward trajectory indicates ongoing incorporation of AI-generated code or expanding LLM-assisted scaffolding; a stable or declining trajectory may reflect active human refactoring, code removal, or the adoption of stricter authorship policies. The dashed secondary line (right axis) independently tracks total raw pattern hit count, which can diverge from the normalised score when codebase size changes significantly between scans.

Severity Breakdown

Classifies detected patterns by their diagnostic confidence and structural impact. CRITICAL patterns (coefficient 10) represent definitive synthetic signatures — hallucinated imports, explicit LLM attribution metadata — virtually never produced by human authors. HIGH (5) indicates strong structural tells such as cross-file repetition or cross-linguistic idioms. MEDIUM (2) covers recognisable conversational padding and AI-specific vocabulary. LOW (1) captures subtle indicators like tautological comments and generic boilerplate that require density to carry independent signal.

CRITICAL 20HIGH 66MEDIUM 55LOW 9361

Directory Score Breakdown

This horizontal bar chart decomposes the repository's raw synthetic code score by top-level directory, allowing you to pinpoint precisely which modules or components carry the highest AI authorship density. Directories with disproportionately high scores relative to their size warrant targeted manual review: concentrated AI signatures often trace back to mass-generated configuration layers, auto-ported test suites, LLM-scaffolded boilerplate classes, or entire subsystems authored under heavy copilot assistance. Use this view to prioritise your human code-review effort.

Pattern Findings

The scanner identified 9502 distinct pattern matches across 12 syntactic categories. Each entry below represents a discrete location in the source code where the engine recorded a statistically significant AI authorship indicator. 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 diagnostic confidence level (CRITICAL / HIGH / MEDIUM / LOW). The Context column identifies whether the match occurred inside executable code, an inline comment, or a string literal — comment-context matches receive a ×1.5 weight because LLMs systematically over-annotate. The ⚡ bolt icon marks clustered matches: three or more patterns within a 10-line window, each receiving an additional ×1.5 density multiplier as dense clusters constitute far stronger evidence of synthetic authorship than isolated hits.

Over-Commented Block9319 hits · 7850 pts
SeverityFileLineSnippetContext
LOW…ls/Unity.SerializationLogic/Properties/AssemblyInfo.cs21// Setting ComVisible to false makes the types in this assembly not visibleCOMMENT
LOW…LifecycleManagement/DomainReloadLifecycleController.cs21 /// - Enter/Exit assembly load related lifecycle scopesCOMMENT
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/Export/Scripting/CurrentAssemblies.cs21public static partial class CurrentAssembliesCOMMENT
LOWRuntime/Export/Scripting/CurrentAssemblies.cs61COMMENT
LOWRuntime/Export/Scripting/EntityIdStore.bindings.cs81 // - EntitySlot: 16 bytes, ulong versionAndChunk + IntPtr nativeObjectPtr.COMMENT
LOWRuntime/Export/Scripting/UnityEngineObject.bindings.cs341 if (!CurrentThreadIsMainThread())COMMENT
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]COMMENT
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/LoadableObjectId.bindings.cs21 /// to identify and load a specific object from built content.COMMENT
LOWRuntime/Export/RenderPipeline/RendererList.bindings.cs181 /// <summary>COMMENT
LOWRuntime/Export/RenderPipeline/RendererList.bindings.cs201 /// <summary>COMMENT
LOW…xport/Serialization/SerializationCommandObjectTable.cs1// Unity C# reference sourceCOMMENT
LOW…xport/Serialization/SerializationCommandObjectTable.cs21 /// </summary>COMMENT
LOWRuntime/Export/Serialization/DictionarySerialization.cs61COMMENT
LOWRuntime/Export/Serialization/DictionarySerialization.cs421 /// <summary>COMMENT
LOWRuntime/Export/Serialization/DictionarySerialization.cs481 var data = s_IgnoredEntriesForDictionaries.Get(entityId, dictionaryPropertyPath);COMMENT
LOW…Export/Serialization/ManagedCommands/ValueReference.cs81 }COMMENT
LOW…Export/Serialization/ManagedCommands/ValueReference.cs141 }COMMENT
LOW…Export/Serialization/ManagedCommands/ValueReference.cs161 // ISerializationCallbackReceiver.OnBeforeSerialize callback so anyCOMMENT
LOW…e/Export/Serialization/ManagedCommands/ReadExecutor.cs21COMMENT
LOW…e/Export/Serialization/ManagedCommands/ReadExecutor.cs321COMMENT
LOW…port/Serialization/ManagedCommands/LinearCollection.cs21COMMENT
LOW…port/Serialization/ManagedCommands/LinearCollection.cs201 // - Trivially-copyable: bulk memcpy count*elementStride from input intoCOMMENT
LOW…port/Serialization/ManagedCommands/LinearCollection.cs241 // same `count == 0` framing (see ConsumeLinearCollection on the writeCOMMENT
LOW…port/Serialization/ManagedCommands/LinearCollection.cs321 // over staging the whole payload in a pooled buffer:COMMENT
LOWRuntime/Export/Serialization/ManagedCommands/Gather.cs21COMMENT
LOWRuntime/Export/Serialization/ManagedCommands/Gather.cs61 }COMMENT
LOWRuntime/Export/Serialization/ManagedCommands/Gather.cs221 uint fieldOffset = entry->fieldOffset;COMMENT
LOWRuntime/Export/Serialization/ManagedCommands/Gather.cs601 }COMMENT
LOWRuntime/Export/Serialization/ManagedCommands/Gather.cs681 var entry = (GatherInvokeOnBeforeSerializeStructEntry*)pos;COMMENT
LOW…ime/Export/Serialization/ManagedCommands/Dictionary.cs21COMMENT
LOW…ime/Export/Serialization/ManagedCommands/Dictionary.cs221 {COMMENT
LOWRuntime/Export/Serialization/ManagedCommands/Strings.cs201 return Encoding.UTF8.GetString(bytes, effective);COMMENT
LOW…ime/Export/Serialization/ManagedCommands/WireFormat.cs21COMMENT
LOW…ime/Export/Serialization/ManagedCommands/WireFormat.cs141 public uint destOffset;COMMENT
LOW…rialization/ManagedCommands/LinearCollectionShuffle.cs81 elementsLeft -= batch;COMMENT
LOW…rialization/ManagedCommands/LinearCollectionShuffle.cs101 // upper 4-N spilled into adjacent slots and were either overwritten byCOMMENT
LOW…rialization/ManagedCommands/LinearCollectionShuffle.cs361 // a 4-byte boundary; re-align so the next header (FBP or DC group)COMMENT
LOW…mmands/SerializationBackendManagedCommands.bindings.cs21COMMENT
LOW…mmands/SerializationBackendManagedCommands.bindings.cs101[NativeHeader("Runtime/Mono/SerializationBackend_DirectMemoryAccess/DictionaryFieldUniqueIdentifierStack.h")]COMMENT
LOW…mmands/SerializationBackendManagedCommands.bindings.cs121COMMENT
LOW…mmands/SerializationBackendManagedCommands.bindings.cs161 // Read-side icall for the RttiDataType.ManagedReference opcodeCOMMENT
9259 more matches not shown…
Synthetic Comment Markers66 hits · 495 pts
SeverityFileLineSnippetContext
HIGH…mance/Management/AdaptivePerformanceManagerSettings.cs117 /// <returns>The active loader as requested type, or null if no active loader currently exists.</returns>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
HIGHModules/Mathematics/Managed/int2x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/int3x2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/float4.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/bool2.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/matrix.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint2x3.gen.cs7// This code was generated by a tool.COMMENT
HIGHModules/Mathematics/Managed/uint3x3.gen.cs7// This code was generated by a tool.COMMENT
6 more matches not shown…
Hallucination Indicators20 hits · 220 pts
SeverityFileLineSnippetContext
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs347 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rect, color, playModeTinCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs370 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(topRect, color, playModeCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs373 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(bottomRect, color, playModeTCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs376 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rightRect, color, playModeTiCODE
CRITICALModules/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.cs644 var buffer = new Span<float>(args->AudioBuffer, storage.Header.Configuration.Setup.speakerMode.CCODE
CRITICAL…cessors/ScriptBindings/ScriptableGenerator.bindings.cs645 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.cs811 vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi);CODE
CRITICALModules/UIElements/Core/Renderer/UIRPainter2D.cs816 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.cs555 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeTextured(CODE
AI Slop Vocabulary47 hits · 146 pts
SeverityFileLineSnippetContext
MEDIUM…Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs72 // before running the callbacks, we update the generation and current cancellation token, so that the callbaCOMMENT
MEDIUM…Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs79 // before running the callbacks, we update the generation and current cancellation token, so that the callbaCOMMENT
MEDIUM…dules/UnityConnectEditor/Common/NotificationManager.cs133 //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will outpCOMMENT
MEDIUM…dules/UnityConnectEditor/Common/NotificationManager.cs168 //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will COMMENT
MEDIUM…rofilerModules/Screenshots/ScreenshotIndexCatalogue.cs232 // the last kept one (robust — confirms the picture actually changed, and collapses runs longerCOMMENT
MEDIUM…ed/MultiplayerPlayMode/Scenarios/Api/ExecutionStage.cs9 /// Instances use these stages to process groups of nodes, while Scenarios leverageCOMMENT
MEDIUM…ementsEditor/Profiler/PanelComponentsPaneController.cs373 // (4) No-selection overlay. Absolutely positioned so toggling it doesn't reflow theCOMMENT
MEDIUM…itor/Managed/Hierarchy/VisualElementNodeTypeHandler.cs470 /// robust to edits. Elements with no <see cref="VisualElement.visualElementAsset"/> — control-internalCOMMENT
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
MEDIUMModules/Cloth/Cloth.bindings.cs326 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
MEDIUMModules/Cloth/Cloth.bindings.cs332 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
MEDIUMModules/Cloth/Cloth.bindings.cs338 ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and COMMENT
MEDIUMModules/Cloth/Cloth.bindings.cs344 ///<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.cs415 /// You can utilize the UxmlObjectReferenceAttribute to indicate that a property or field isCOMMENT
MEDIUM…les/UIElements/Core/StyleSheets/StylePropertyReader.cs1104 // keeps this robust to the writer emitting a flattened arg count for a nestedCOMMENT
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.cs361 // 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.cs552 // the most robust and maintainable approach.COMMENT
Verbosity Indicators19 hits · 28 pts
SeverityFileLineSnippetContext
LOW…rofilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs542 // 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.cs2417 // 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.cs1433 // we need to check if the range is inverted before clamping (case 1351151)COMMENT
LOWEditor/Mono/Prefabs/PrefabUtility.cs3170 // 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.cs2318 // This section handles selecting the folders showing their content, if right clicked outside items.COMMENT
LOW…ceneManagement/StageManager/PrefabStage/PrefabStage.cs463 // 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.cs95 public static readonly GUIContent unsetApplicationIdentifierWarning = EditorGUIUtility.TrTextContent("Don't CODE
LOW…/Mono/SerializedProperty/SerializedPropertyTreeView.cs633 // 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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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
LOW…IBuilder/Editor/Builder/Explorer/BuilderStyleSheets.cs152 // TODO: Add validationCOMMENT
Fake / Example Data3 hits · 4 pts
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LOW…lkitEditor/GraphToolkitEditor/UI/GraphElementHelper.cs58 public static readonly string placeholderUssModifier = "placeholder";CODE
LOW…tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs60 /// <param name="placeholder">Placeholder that supplies the format and alignment.</param>COMMENT
LOW…tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs231 /// <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