Unity C# reference source code.
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.
Use each vector to guide manual verification of the underlying findings.
Can maintainers explain intent, assumptions, and trade-offs? 11743 finding(s).
Are imports declared and package/API names verified? 31 finding(s).
Are wrappers, guards, and repeated structures necessary? 2 finding(s).
Which changes need focused human review? 11775 finding(s).
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.
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.
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.
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.
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | Runtime/Serialize/Managed/Core/Instances.cs | 21 | // | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/ReadExecutor.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/ReadExecutor.cs | 21 | // | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/ReadExecutor.cs | 101 | // Open element-source loops whose FUID frame push succeeded, one bit | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/ReadExecutor.cs | 761 | } | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/WriteExecutor.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/WriteExecutor.cs | 21 | // nested objects are rooted by the frame stack. Pins exist only where an | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/WriteExecutor.cs | 121 | { | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/WriteExecutor.cs | 141 | nint cursorOffset = 0; | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/SharedUtilities.cs | 101 | s_V2CommandExceptionHandler(e); | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/Commands.cs | 61 | // Exec-only stream header, always the first command of a published | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/Commands.cs | 461 | COMMENT | |
| LOW | Runtime/Serialize/Managed/Core/Strings.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/WireFormat.cs | 21 | COMMENT | |
| LOW | Runtime/Serialize/Managed/Core/CallbackResolution.cs | 61 | COMMENT | |
| LOW | Runtime/Serialize/Managed/Core/CallbackResolution.cs | 81 | public static void InvokeOnAfterDeserialize(ref T target) => target.OnAfterDeserialize(); | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/FuidPaths.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Serialize/Managed/Core/ReadUtilities.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | …ialize/Managed/Extensions/ExtensionSimpleNativeType.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | …lize/Managed/Extensions/ExtensionSerializeReference.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | …lize/Managed/Extensions/ExtensionSerializeReference.cs | 101 | // (TypeSerializeReference.cpp). The referenced instances are already live, | COMMENT |
| LOW | …time/Serialize/Managed/Extensions/ExtensionEntityId.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | …erialize/Managed/Extensions/DictionarySerialization.cs | 61 | COMMENT | |
| LOW | …erialize/Managed/Extensions/DictionarySerialization.cs | 401 | } | COMMENT |
| LOW | …erialize/Managed/Extensions/DictionarySerialization.cs | 441 | var del = (SetEntriesTypedDelegate)SerializationCommandObjectTable.Get(idx); | COMMENT |
| LOW | …erialize/Managed/Extensions/DictionarySerialization.cs | 481 | #region Required by native code | COMMENT |
| LOW | …me/Serialize/Managed/Extensions/ExtensionDictionary.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Serialize/Managed/Extensions/Extensions.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Serialize/Managed/Extensions/Extensions.cs | 61 | // version 8: dynamic-family READ handlers (M7c). | COMMENT |
| LOW | Runtime/Serialize/Managed/Extensions/Extensions.cs | 81 | // version 12: [SerializeReference] collection read handler. | 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/Profiler/ScriptBindings/ProfilerCategory.cs | 141 | /// <summary> | COMMENT |
| LOW | Runtime/Export/Scripting/CurrentAssemblies.cs | 41 | GetAssemblyLoadContextMethod = method, | COMMENT |
| LOW | Runtime/Export/Scripting/CoreInitializer.cs | 1 | // Unity C# reference source | COMMENT |
| LOW | Runtime/Export/Scripting/UnityEngineObject.bindings.cs | 741 | return FindObjectsByType(type, findObjectsInactive, FindObjectsSortMode.None); | COMMENT |
| LOW | Runtime/Export/Scripting/UnityEngineObject.bindings.cs | 1061 | // here in C# on first use and its strong GCHandle is written back into that slot, so every | 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("UnityEngine.CoreModule", "UnityEngine.HierarchyModule", "UnityEditor.HierarchyModule", "Unit | 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/LoadableBlobId.bindings.cs | 21 | /// <summary> | COMMENT |
| LOW | Runtime/Export/Loadable/LoadableObjectId.bindings.cs | 21 | SingleImportedObject = 2, | COMMENT |
| LOW | Runtime/Export/Loadable/LoadableObjectId.bindings.cs | 41 | /// LoadableObjectId has no load or release methods of its own, it makes clear that each caller constructs its own | COMMENT |
| LOW | Runtime/Export/RenderPipeline/RendererList.bindings.cs | 181 | /// <summary> | COMMENT |
| LOW | Runtime/Export/RenderPipeline/RendererList.bindings.cs | 201 | /// <summary> | COMMENT |
| 11518 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 | …les/ManagedKernel/Managed/Collections/FixedList.gen.cs | 8 | // This code was generated by a tool. | COMMENT |
| HIGH | …ged/Collections/NativeParallelHashSetExtensions.gen.cs | 10 | // This code was generated by a tool. | COMMENT |
| HIGH | …nagedKernel/Managed/Collections/RewindableAllocator.cs | 216 | /// Retrieves the size of the initial memory block, as requested in the Initialize function. | COMMENT |
| HIGH | …gedKernel/Managed/Collections/FixedStringFormat.gen.cs | 8 | // This code was generated by a tool. | COMMENT |
| HIGH | …el/Managed/Collections/FixedStringFormatMethods.gen.cs | 8 | // This code was generated by a tool. | COMMENT |
| HIGH | …es/ManagedKernel/Managed/Collections/NativeText.gen.cs | 8 | // This code was generated by a tool. | COMMENT |
| HIGH | …s/ManagedKernel/Managed/Collections/FixedString.gen.cs | 9 | // This code was generated by a tool. | 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 |
| 13 more matches not shown… | ||||
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| CRITICAL | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 929 | var blockItemStyleSheet = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetBlockItemStyleSh | CODE |
| CRITICAL | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 932 | var pipelineStyleSheet = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetPipelineInspector | CODE |
| CRITICAL | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 1140 | var template = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetPostprocessorElementTemplat | CODE |
| CRITICAL | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 1158 | var script = postprocessorType != null ? UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.Find | CODE |
| CRITICAL⚡ | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 1281 | var blockIcon = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetBlockIcon(); | CODE |
| CRITICAL⚡ | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 1283 | var viewTemplate = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetExecutionViewTemplate() | CODE |
| CRITICAL⚡ | …etPipelineEditor/ImportSettings/AssetImporterEditor.cs | 1284 | var rowTemplate = UnityEditor.Experimental.AssetImporters.ImportBlocks.UiHelpers.GetExecutionRowTemplate(); | CODE |
| 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 | 705 | var buffer = new Span<float>(args->AudioBuffer, storage.Header.Configuration.Setup.speakerMode.C | CODE |
| CRITICAL | …cessors/ScriptBindings/ScriptableGenerator.bindings.cs | 706 | 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 | 822 | vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi); | CODE |
| CRITICAL | Modules/UIElements/Core/Renderer/UIRPainter2D.cs | 827 | 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 | 554 | var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeTextured( | CODE |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| MEDIUM | …Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs | 73 | // before running the callbacks, we update the generation and current cancellation token, so that the callba | COMMENT |
| MEDIUM | …Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs | 80 | // before running the callbacks, we update the generation and current cancellation token, so that the callba | COMMENT |
| MEDIUM | …dules/UnityConnectEditor/Common/NotificationManager.cs | 140 | //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 | 175 | //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will | 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 | 372 | // (4) No-selection overlay. Absolutely positioned so toggling it doesn't reflow the | COMMENT |
| MEDIUM | …ngEditor/Managed/Hierarchy/VisualElementNodeHandler.cs | 927 | /// robust to edits. Elements with no <see cref="VisualElement.visualElementAsset"/> — control-internal | COMMENT |
| MEDIUM | …r/Controls/StylePropertyField/CurvaturePreviewPopup.cs | 305 | // 1) seamless translucent surface — one closed boundary path, so no interior seams by construction. | 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 | 328 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 334 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 340 | ///<remarks>Virtual particles provide more robust and accurate collision handling against collision spheres and | COMMENT |
| MEDIUM⚡ | Modules/Cloth/Cloth.bindings.cs | 346 | ///<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 | 418 | /// You can utilize the UxmlObjectReferenceAttribute to indicate that a property or field is | 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 | 368 | // 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 | 539 | // the most robust and maintainable approach. | COMMENT |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …rofilerWindow/ProfilerModules/CPU/CPUProfilerModule.cs | 547 | // 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 | 2592 | // 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 | 1424 | // we need to check if the range is inverted before clamping (case 1351151) | COMMENT |
| LOW | Editor/Mono/Prefabs/PrefabUtility.cs | 3178 | // 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 | 2314 | // This section handles selecting the folders showing their content, if right clicked outside items. | COMMENT |
| LOW | …ceneManagement/StageManager/PrefabStage/PrefabStage.cs | 469 | // 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 | 96 | public static readonly GUIContent unsetApplicationIdentifierWarning = L10n.TextContent("Don't forget to set | CODE |
| LOW | …/Mono/SerializedProperty/SerializedPropertyTreeView.cs | 637 | // 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 | …/ManagedKernel/Managed/Collections/FixedStringUtils.cs | 85 | // TODO: implement math.ldexpf (which presumably handles denormals (i don't)) | COMMENT |
| 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 |
| Severity | File | Line | Snippet | Context |
|---|---|---|---|---|
| LOW | …erWindow/VisualElements/ImageWithPlaceholderElement.cs | 30 | var placeholderContainer = new VisualElement { name = "placeholder" }; | CODE |
| LOW | …lkitEditor/GraphToolkitEditor/UI/GraphElementHelper.cs | 58 | public static readonly string placeholderUssModifier = "placeholder"; | CODE |
| LOW | …tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs | 61 | /// <param name="placeholder">Placeholder that supplies the format and alignment.</param> | COMMENT |
| LOW | …tStrings/SmartFormat/Core/Formatting/FormattingInfo.cs | 237 | /// <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 |