Unity C# reference source code.
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).
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.
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.
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.
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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …ls/Unity.SerializationLogic/Properties/AssemblyInfo.cs | 21 | // Setting ComVisible to false makes the types in this assembly not visible | COMMENT |
| LOW | …LifecycleManagement/DomainReloadLifecycleController.cs | 21 | /// - Enter/Exit assembly load related lifecycle scopes | COMMENT |
| LOW | Runtime/Profiler/ScriptBindings/ProfilerCategory.cs | 61 | /// <summary> | COMMENT |
| LOW | Runtime/Profiler/ScriptBindings/ProfilerCategory.cs | 81 | /// <summary> | COMMENT |
| LOW | Runtime/Profiler/ScriptBindings/ProfilerCategory.cs | 101 | /// <summary> | COMMENT |
| LOW | Runtime/Profiler/ScriptBindings/ProfilerCategory.cs | 121 | /// <summary> | COMMENT |
| LOW | Runtime/Export/Scripting/CurrentAssemblies.cs | 21 | public static partial class CurrentAssemblies | COMMENT |
| LOW | Runtime/Export/Scripting/CurrentAssemblies.cs | 61 | COMMENT | |
| LOW | Runtime/Export/Scripting/EntityIdStore.bindings.cs | 81 | // - EntitySlot: 16 bytes, ulong versionAndChunk + IntPtr nativeObjectPtr. | COMMENT |
| LOW | Runtime/Export/Scripting/UnityEngineObject.bindings.cs | 341 | if (!CurrentThreadIsMainThread()) | COMMENT |
| LOW | Runtime/Export/Scripting/LazyLoadReference.cs | 21 | // as the scene, even if they are not needed right away. Having lazy loading can make loading scene faster for th | COMMENT |
| LOW | Runtime/Export/Scripting/LazyLoadReference.cs | 41 | /// Determines if the reference is linked to an asset, loaded or not, valid or not. | COMMENT |
| LOW | Runtime/Export/Scripting/WaitTimeoutMode.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Export/ObjectPool/GenericPool.cs | 21 | COMMENT | |
| LOW | Runtime/Export/ObjectPool/RentSpan.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Export/ObjectPool/RentSpan.cs | 21 | [VisibleToOtherModules] | COMMENT |
| LOW | Runtime/Export/ObjectPool/RentSpanUnmanaged.cs | 21 | /// </remarks> | COMMENT |
| LOW | Runtime/Export/ObjectPool/RentSpanUnmanaged.cs | 41 | /// buffer.Span[0] = 42; | COMMENT |
| LOW | Runtime/Export/ObjectPool/ObjectPools.cs | 41 | /// Number of objects that are currently available in the pool. | COMMENT |
| LOW | Runtime/Export/ObjectPool/UnsafeGenericPool.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Export/ObjectPool/UnsafeGenericPool.cs | 21 | // CleanupStrategy property is internal). | COMMENT |
| LOW | Runtime/Export/ObjectPool/PooledObject.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Export/Input/EventModifers.cs | 21 | /// The Shift key is pressed. | COMMENT |
| LOW | Runtime/Export/Input/KeyCode.cs | 721 | // We could expose all 10 joysticks here, but I think that a user would rarely want to explicitly | COMMENT |
| LOW | Runtime/Export/Loadable/LoadableSceneId.cs | 21 | /// <summary> | COMMENT |
| LOW | Runtime/Export/Loadable/LoadableSceneId.cs | 41 | /// In the Player, <see cref="SceneManager.LoadSceneAsync(LoadableSceneId, LoadSceneParameters)"/> loads the scene f | COMMENT |
| LOW | Runtime/Export/Loadable/LoadableObjectId.bindings.cs | 21 | /// to identify and load a specific object from built content. | COMMENT |
| LOW | Runtime/Export/RenderPipeline/RendererList.bindings.cs | 181 | /// <summary> | COMMENT |
| LOW | Runtime/Export/RenderPipeline/RendererList.bindings.cs | 201 | /// <summary> | COMMENT |
| LOW | …xport/Serialization/SerializationCommandObjectTable.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | …xport/Serialization/SerializationCommandObjectTable.cs | 21 | /// </summary> | COMMENT |
| LOW | Runtime/Export/Serialization/DictionarySerialization.cs | 61 | COMMENT | |
| LOW | Runtime/Export/Serialization/DictionarySerialization.cs | 421 | /// <summary> | COMMENT |
| LOW | Runtime/Export/Serialization/DictionarySerialization.cs | 481 | var data = s_IgnoredEntriesForDictionaries.Get(entityId, dictionaryPropertyPath); | COMMENT |
| LOW | …Export/Serialization/ManagedCommands/ValueReference.cs | 81 | } | COMMENT |
| LOW | …Export/Serialization/ManagedCommands/ValueReference.cs | 141 | } | COMMENT |
| LOW | …Export/Serialization/ManagedCommands/ValueReference.cs | 161 | // ISerializationCallbackReceiver.OnBeforeSerialize callback so any | COMMENT |
| LOW | …e/Export/Serialization/ManagedCommands/ReadExecutor.cs | 21 | COMMENT | |
| LOW | …e/Export/Serialization/ManagedCommands/ReadExecutor.cs | 321 | COMMENT | |
| LOW | …port/Serialization/ManagedCommands/LinearCollection.cs | 21 | COMMENT | |
| LOW | …port/Serialization/ManagedCommands/LinearCollection.cs | 201 | // - Trivially-copyable: bulk memcpy count*elementStride from input into | COMMENT |
| LOW | …port/Serialization/ManagedCommands/LinearCollection.cs | 241 | // same `count == 0` framing (see ConsumeLinearCollection on the write | COMMENT |
| LOW | …port/Serialization/ManagedCommands/LinearCollection.cs | 321 | // over staging the whole payload in a pooled buffer: | COMMENT |
| LOW | Runtime/Export/Serialization/ManagedCommands/Gather.cs | 21 | COMMENT | |
| LOW | Runtime/Export/Serialization/ManagedCommands/Gather.cs | 61 | } | COMMENT |
| LOW | Runtime/Export/Serialization/ManagedCommands/Gather.cs | 221 | uint fieldOffset = entry->fieldOffset; | COMMENT |
| LOW | Runtime/Export/Serialization/ManagedCommands/Gather.cs | 601 | } | COMMENT |
| LOW | Runtime/Export/Serialization/ManagedCommands/Gather.cs | 681 | var entry = (GatherInvokeOnBeforeSerializeStructEntry*)pos; | COMMENT |
| LOW | …ime/Export/Serialization/ManagedCommands/Dictionary.cs | 21 | COMMENT | |
| LOW | …ime/Export/Serialization/ManagedCommands/Dictionary.cs | 221 | { | COMMENT |
| LOW | Runtime/Export/Serialization/ManagedCommands/Strings.cs | 201 | return Encoding.UTF8.GetString(bytes, effective); | COMMENT |
| LOW | …ime/Export/Serialization/ManagedCommands/WireFormat.cs | 21 | COMMENT | |
| LOW | …ime/Export/Serialization/ManagedCommands/WireFormat.cs | 141 | public uint destOffset; | COMMENT |
| LOW | …rialization/ManagedCommands/LinearCollectionShuffle.cs | 81 | elementsLeft -= batch; | COMMENT |
| LOW | …rialization/ManagedCommands/LinearCollectionShuffle.cs | 101 | // upper 4-N spilled into adjacent slots and were either overwritten by | COMMENT |
| LOW | …rialization/ManagedCommands/LinearCollectionShuffle.cs | 361 | // a 4-byte boundary; re-align so the next header (FBP or DC group) | COMMENT |
| LOW | …mmands/SerializationBackendManagedCommands.bindings.cs | 21 | COMMENT | |
| LOW | …mmands/SerializationBackendManagedCommands.bindings.cs | 101 | [NativeHeader("Runtime/Mono/SerializationBackend_DirectMemoryAccess/DictionaryFieldUniqueIdentifierStack.h")] | COMMENT |
| LOW | …mmands/SerializationBackendManagedCommands.bindings.cs | 121 | COMMENT | |
| LOW | …mmands/SerializationBackendManagedCommands.bindings.cs | 161 | // Read-side icall for the RttiDataType.ManagedReference opcode | COMMENT |
| 9259 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| HIGH | …mance/Management/AdaptivePerformanceManagerSettings.cs | 117 | /// <returns>The active loader as requested type, or null if no active loader currently exists.</returns> | COMMENT |
| HIGH | Modules/Mathematics/Managed/float3x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float2x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/half3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool3x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool2x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double3x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double2x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint4x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint3x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint2x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool4x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double4x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int4x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float4x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint4x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double3x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double2x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool3x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool2x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int3x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int2x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float3x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float2x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float4x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double4x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool4x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint3x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint2x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint4x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool2x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool3x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int2x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int3x4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float2x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float3x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/half2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double4x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int4x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/half4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double2x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/double3x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int2x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/int3x2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/float4.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/bool2.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/matrix.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint2x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| HIGH | Modules/Mathematics/Managed/uint3x3.gen.cs | 7 | // This code was generated by a tool. | COMMENT |
| 6 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | Modules/UIElementsEditor/Debugger/OverlayPainter.cs | 347 | var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rect, color, playModeTin | CODE |
| CRITICAL⚡ | Modules/UIElementsEditor/Debugger/OverlayPainter.cs | 370 | var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(topRect, color, playMode | CODE |
| CRITICAL⚡ | Modules/UIElementsEditor/Debugger/OverlayPainter.cs | 373 | rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(bottomRect, color, playModeT | CODE |
| CRITICAL⚡ | Modules/UIElementsEditor/Debugger/OverlayPainter.cs | 376 | rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rightRect, color, playModeTi | CODE |
| CRITICAL⚡ | Modules/UIElementsEditor/Debugger/OverlayPainter.cs | 379 | rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(lefRect, color, playModeTint | CODE |
| CRITICAL | Modules/QuickSearch/Editor/Providers/AdbProvider.cs | 98 | var parsedQuery = UnityEditor.Search.Providers.AdbProvider.adbExplicitQueryEngine.ParseQuery(query); | CODE |
| CRITICAL | Modules/QuickSearch/Editor/Indexing/SearchDatabase.cs | 1119 | Unity.Profiling.LowLevel.Unsafe.ProfilerUnsafeUtility.SetMarkerMetadata( | CODE |
| CRITICAL | Modules/QuickSearch/Editor/Indexing/SearchDatabase.cs | 1132 | Ptr = Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf(ref nanoseconds) | CODE |
| CRITICAL | Modules/QuickSearch/Editor/Indexing/SearchDatabase.cs | 1134 | Unity.Profiling.LowLevel.Unsafe.ProfilerUnsafeUtility.SingleSampleWithMetadata(k_IndexingRequestCounter.Hand | CODE |
| CRITICAL | Modules/U2DRuntime/Managed/UTess2D/ArraySlice.cs | 38 | m_Safety = Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetAtomicSafetyHandle(array); | CODE |
| CRITICAL | Modules/U2DRuntime/Managed/UTess2D/ArraySlice.cs | 57 | m_Safety = Unity.Collections.LowLevel.Unsafe.NativeArrayUnsafeUtility.GetAtomicSafetyHandle(array.m_Array); | CODE |
| CRITICAL | …cessors/ScriptBindings/ScriptableGenerator.bindings.cs | 644 | var buffer = new Span<float>(args->AudioBuffer, storage.Header.Configuration.Setup.speakerMode.C | CODE |
| CRITICAL | …cessors/ScriptBindings/ScriptableGenerator.bindings.cs | 645 | var channelBuffer = new ChannelBuffer(buffer, storage.Header.Configuration.Setup.speakerMode.Cha | CODE |
| CRITICAL | Modules/GraphViewEditor/LineView.cs | 43 | mgc.meshGenerator.DrawRectangle(UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(lineR | CODE |
| CRITICAL | …ules/UIElements/Core/Renderer/UIRMeshManagerTracked.cs | 212 | RawSlice srcVerts = update.meshHandle.allocPage.vertices.cpuData.Slice((int)update.meshHandle.allocV | CODE |
| CRITICAL | Modules/UIElements/Core/Renderer/UIRPainter2D.cs | 646 | vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi); | CODE |
| CRITICAL | Modules/UIElements/Core/Renderer/UIRPainter2D.cs | 811 | vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi); | CODE |
| CRITICAL | Modules/UIElements/Core/Renderer/UIRPainter2D.cs | 816 | texturePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(m_CachedFillTexture); | CODE |
| CRITICAL | Editor/Mono/CodeEditor/SyncVS.cs | 22 | Unity.CodeEditor.CodeEditor.Editor.CurrentCodeEditor.SyncAll(); | CODE |
| CRITICAL | Editor/Mono/UIElements/Controls/CurveField.cs | 555 | var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeTextured( | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs | 72 | // before running the callbacks, we update the generation and current cancellation token, so that the callba | COMMENT |
| MEDIUM | …Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs | 79 | // before running the callbacks, we update the generation and current cancellation token, so that the callba | COMMENT |
| MEDIUM | …dules/UnityConnectEditor/Common/NotificationManager.cs | 133 | //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will outp | COMMENT |
| MEDIUM | …dules/UnityConnectEditor/Common/NotificationManager.cs | 168 | //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will | COMMENT |
| MEDIUM | …rofilerModules/Screenshots/ScreenshotIndexCatalogue.cs | 232 | // the last kept one (robust — confirms the picture actually changed, and collapses runs longer | COMMENT |
| MEDIUM | …ed/MultiplayerPlayMode/Scenarios/Api/ExecutionStage.cs | 9 | /// Instances use these stages to process groups of nodes, while Scenarios leverage | COMMENT |
| MEDIUM | …ementsEditor/Profiler/PanelComponentsPaneController.cs | 373 | // (4) No-selection overlay. Absolutely positioned so toggling it doesn't reflow the | COMMENT |
| MEDIUM | …itor/Managed/Hierarchy/VisualElementNodeTypeHandler.cs | 470 | /// robust to edits. Elements with no <see cref="VisualElement.visualElementAsset"/> — control-internal | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 75 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 132 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 189 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 254 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 319 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 387 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 455 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 521 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 587 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 653 | ///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.cs | 143 | ///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.cs | 156 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | Modules/AI/Public/NavMeshBuildSettings.bindings.cs | 73 | ///<summary>The maximum number of worker threads that the build process can utilize when building a NavMesh with | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 171 | /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functi | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 175 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 227 | /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functi | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 231 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 290 | /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functi | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 294 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 347 | /// <para>LoadFromCacheOrDownload() must be used in place of "new WWW (url)" in order to utilize caching functi | COMMENT |
| MEDIUM | Modules/UnityWebRequestWWW/Public/WWW.cs | 351 | ///Usually using the filename of the AssetBundle to generate the cache path is fine. But if there are different | COMMENT |
| MEDIUM | Modules/Subsystems/SubsystemManager.bindings.cs | 13 | ///<remarks>Provides the ability to query for <see cref="SubsystemDescriptor" />s which enumerate features. Given an | COMMENT |
| MEDIUM | …hysicsCore2D/Scripting/Assets/PhysicsCoreSettings2D.cs | 184 | /// Essentially there are some internal tolerances, such as how close two shapes need to be before they are cons | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 326 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 332 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 338 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 344 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| LOW | Modules/UIElements/Core/StyleEnums.cs | 246 | /// The VisualElement is hidden. Hidden VisualElements will take up space in their parent layout if their positi | COMMENT |
| MEDIUM | Modules/UIElements/Core/VectorImage.cs | 32 | /// <see cref="Mirror"/> repeats the gradient, but mirrors it at every integer boundary, creating a seamless mirrore | COMMENT |
| MEDIUM | Modules/UIElements/Core/VectorImage.cs | 45 | /// Repeats the gradient, but mirrors it at every integer boundary, creating a seamless mirrored tiling. | COMMENT |
| MEDIUM | Modules/UIElements/Core/Controls/TabView.cs | 244 | // This serves as an utility for users to leverage in their script. | COMMENT |
| MEDIUM | Modules/UIElements/Core/UXML/UxmlAttributes.cs | 415 | /// You can utilize the UxmlObjectReferenceAttribute to indicate that a property or field is | COMMENT |
| MEDIUM | …les/UIElements/Core/StyleSheets/StylePropertyReader.cs | 1104 | // keeps this robust to the writer emitting a flattened arg count for a nested | COMMENT |
| MEDIUM | …ting/ScriptCompilation/BeeDriver/UnityScriptUpdater.cs | 75 | //that we are unable to upgrade the UnityUpgradable error. So we'll only return Certainly if there is not an | COMMENT |
| MEDIUM | Editor/Mono/GI/PostProcessing.bindings.cs | 163 | // Apply windowing: Essentially SHConv3 times the window constants | COMMENT |
| MEDIUM | Editor/Mono/GI/PostProcessing.bindings.cs | 361 | // Apply windowing: Essentially SHConv3 times the window constants | COMMENT |
| MEDIUM | Editor/Mono/Inspector/TimeControl.cs | 133 | // this new code prevent this and it is compliant with new and more robust v5.0 root motion | COMMENT |
| MEDIUM | Editor/Mono/PresetLibraries/ColorPresetLibrary.cs | 135 | // comparing as Color32 is more robust due to floating point precision issues in Color comparison | COMMENT |
| MEDIUM | Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs | 552 | // the most robust and maintainable approach. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …rofilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs | 542 | // we can't always assume that there is a thread root sample, as the data may be mal formed, but | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 655 | /// // Step 1: Ensure all core Unity asset packs are available. | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 667 | /// // Step 2: Query the state of custom asset packs. | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 678 | /// // Step 3: Download any packs that are not yet installed. | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 694 | /// // Step 4: Download with progress monitoring. | COMMENT |
| LOW | …or/UI/CommandDispatch/Commands/GraphLoadingCommands.cs | 131 | // If the graph tool doesn't allow multiple windows, we need to check if there are more than 1 window op | COMMENT |
| LOW | …tEditor/UI/Windows/AutomaticGraphProcessingObserver.cs | 98 | // We need to check if the graph was modified, but | COMMENT |
| LOW | Modules/Physics/ScriptBindings/Physics.bindings.cs | 2635 | ///Normally, the MeshCollider component requires the baked mesh when the user instantiates it, or when the user | COMMENT |
| LOW | Modules/Physics/ScriptBindings/Physics.bindings.cs | 2763 | ///Normally, the MeshCollider component requires the baked mesh when the user instantiates it, or when the user | COMMENT |
| LOW | Modules/UIElements/Core/VisualElement.cs | 2417 | // When we add an element that's already disabled to a disabled parent, we need to check if this | COMMENT |
| LOW | …IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs | 55 | // Step 1 : either a term or group | COMMENT |
| LOW | …IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs | 72 | // Step 2 : either a combinator or the end of the expression | COMMENT |
| LOW | …IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs | 97 | // Step 3 : Rollback the stack of combinators and create associated expressions | COMMENT |
| LOW | Editor/Mono/Inspector/MaterialEditor.cs | 1433 | // we need to check if the range is inverted before clamping (case 1351151) | COMMENT |
| LOW | Editor/Mono/Prefabs/PrefabUtility.cs | 3170 | // So for each corresponding object we need to check if it's the Prefab root GameObject | COMMENT |
| LOW | Editor/Mono/ProjectBrowser/ProjectBrowserColumnOne.cs | 386 | else // expanded status does not get updated when deleting/moving folders. We need to check if the e | CODE |
| LOW | Editor/Mono/ProjectBrowser/ProjectBrowser.cs | 2318 | // This section handles selecting the folders showing their content, if right clicked outside items. | COMMENT |
| LOW | …ceneManagement/StageManager/PrefabStage/PrefabStage.cs | 463 | // In Playmode all instances have been unpacked so we need to check if the PrefabInstanceHandle have been de | COMMENT |
| LOW | …Mono/VersionControl/Common/VCAssetModificationHooks.cs | 207 | // We need to check if the provider deleted the file itself or not. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …nnectEditor/Common/UIElementsNotificationSubscriber.cs | 16 | /// Don't forget to subscribe to the topics that are of interest to your context and unsubscribed when closing | COMMENT |
| LOW | Modules/SceneTemplateEditor/SnapshotUtils.cs | 31 | // Don't forget to apply so that all operations are done. | COMMENT |
| MEDIUM⚡ | …les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs | 17 | var csharpTabViewWithLabels = new TabView() { style = { marginTop = 15 } }; // marginTop not required, only | CODE |
| MEDIUM⚡ | …les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs | 27 | var csharpTabViewWithIcons = new TabView() { style = { marginTop = 15 } }; // marginTop not required, only f | CODE |
| MEDIUM⚡ | …les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs | 37 | var csharpTabViewWithIconsAndLabels = new TabView() { style = { marginTop = 15 } }; // marginTop not require | CODE |
| MEDIUM⚡ | …les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs | 47 | var csharpReorderableTabView = new TabView() { reorderable = true, style = { marginTop = 10 } }; // marginTo | CODE |
| MEDIUM | …les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs | 62 | var cSharpCloseableTabs = new TabView() { style = { marginTop = 10 } }; // marginTop not required, only for | CODE |
| MEDIUM | …les/UIElementsSamplesEditor/Snippets/TabViewSnippet.cs | 79 | var csharpCustomStyledTabView = new TabView() { style = { marginTop = 15 } }.WithClassList("some-styled-clas | CODE |
| MEDIUM | Modules/Physics/ScriptBindings/Physics.bindings.cs | 2664 | ///Here is a simple example baking the mesh on the main thread:</para> | COMMENT |
| MEDIUM | Modules/Physics/ScriptBindings/Physics.bindings.cs | 2792 | ///Here is a simple example baking the mesh on the main thread:</para> | COMMENT |
| LOW | …Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs | 95 | public static readonly GUIContent unsetApplicationIdentifierWarning = EditorGUIUtility.TrTextContent("Don't | CODE |
| LOW | …/Mono/SerializedProperty/SerializedPropertyTreeView.cs | 633 | // don't forget to refresh selected objects that got shoved off screen | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …ing/Marshalling/BlittableNestedCollectionMarshaller.cs | 23 | /// NOTE: This class does multiple allocations and is not particularly efficient | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 655 | /// // Step 1: Ensure all core Unity asset packs are available. | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 667 | /// // Step 2: Query the state of custom asset packs. | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 678 | /// // Step 3: Download any packs that are not yet installed. | COMMENT |
| LOW | Modules/AndroidJNI/AndroidAssetPacks.bindings.cs | 694 | /// // Step 4: Download with progress monitoring. | COMMENT |
| LOW | …IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs | 55 | // Step 1 : either a term or group | COMMENT |
| LOW | …IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs | 72 | // Step 2 : either a combinator or the end of the expression | COMMENT |
| LOW | …IElements/Core/StyleSheets/Syntax/StyleSyntaxParser.cs | 97 | // Step 3 : Rollback the stack of combinators and create associated expressions | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Modules/IMGUI/LayoutGroup.cs | 30 | // TODO: implement | COMMENT |
| LOW | Modules/IMGUI/LayoutGroup.cs | 40 | // TODO: implement | COMMENT |
| LOW | …/Inspector/Controls/AuthoringVariableEditingContext.cs | 94 | // TODO: implement using matching rules information from style diff | COMMENT |
| LOW | …IBuilder/Editor/Builder/Explorer/BuilderStyleSheets.cs | 152 | // TODO: Add validation | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …lkitEditor/GraphToolkitEditor/UI/GraphElementHelper.cs | 58 | public static readonly string placeholderUssModifier = "placeholder"; | CODE |
| LOW | …tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs | 60 | /// <param name="placeholder">Placeholder that supplies the format and alignment.</param> | COMMENT |
| LOW | …tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs | 231 | /// <param name="placeholder">The <see cref="Placeholder"/> used for creating a child <see cref="IFormattingInfo"/>. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | External/JsonParsers/MiniJson/MiniJSON.cs | 41 | // Example usage: | COMMENT |
| LOW | …ityWebRequestAssetBundle/UnityWebRequestAssetBundle.cs | 38 | /// // Example usage | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | Modules/UnityWebRequest/Public/WebRequestUtils.cs | 114 | /// print( "Error downloading: " + download.error ); | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …dow/ProfilerModules/Memory/MemoryElementDataManager.cs | 14 | internal class MemoryElementDataManager | CODE |