Repository Analysis

Unity-Technologies/UnityCsReference

Unity C# reference source code.

3.0 Likely human-written View on GitHub

Analysis Overview

This report presents the forensic synthetic code analysis of Unity-Technologies/UnityCsReference, a C# project with 12,915 GitHub stars. SynthScan v2.0 examined 1,841,396 lines of code across 8057 source files, recording 5089 pattern matches distributed across 11 syntactic categories. The overall adjusted score of 3.0 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).

3.0
Adjusted Score
3.0
Raw Score
100%
Time Factor
2026-07-09
Last Push
12.9K
Stars
C#
Language
1.8M
Lines of Code
8.1K
Files
5.1K
Pattern Hits
2026-07-14
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 65MEDIUM 24LOW 4980

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 5089 distinct pattern matches across 11 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 Block4951 hits · 4662 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.cs61 public static extern bool EntityIdStorePlatformSupportsVirtualMemory();COMMENT
LOWRuntime/Export/Scripting/EntityIdStore.bindings.cs81 // context.PlatformSupportsVirtualMemory, matching the native side. It cannot be aCOMMENT
LOWRuntime/Export/Scripting/EntityIdStore.bindings.cs381 IntegrityCheck(i);COMMENT
LOWRuntime/Export/Scripting/EntityIdStore.bindings.cs421 internal static readonly SharedStatic<EntityIdPool> Pool =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.cs1// Unity C# reference sourceCOMMENT
LOWRuntime/Export/ObjectPool/GenericPool.cs21 public static T Get() => s_Pool.Get();COMMENT
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 /// Returns an object from the pool.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
LOWRuntime/Export/Camera/Camera.bindings.cs541 }COMMENT
LOW…xport/Serialization/SerializationCommandObjectTable.cs1// Unity C# reference sourceCOMMENT
LOW…xport/Serialization/SerializationCommandObjectTable.cs21 /// </summary>COMMENT
LOWRuntime/Export/Serialization/DictionarySerialization.cs41 internal const string ValueFieldName = nameof(SerializedKeyValue<int, int>.value);COMMENT
LOWRuntime/Export/Serialization/DictionarySerialization.cs421 /// <see cref="DictionaryField"/> ctor's default-allocate behavior atCOMMENT
LOW…port/Serialization/IDuplicateEntriesForDictionaries.cs1// Unity C# reference sourceCOMMENT
LOW…port/Serialization/IDuplicateEntriesForDictionaries.cs21 /// <see cref="indices"/> and <see cref="entries"/> of the same length. Producers must additionally passCOMMENT
LOW…port/Serialization/IDuplicateEntriesForDictionaries.cs61COMMENT
LOW…Serialization/SerializationPerfTestHarness.bindings.cs1// Unity C# reference sourceCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs21COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs141}COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs601// strings, and any future variable-size payloads).COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs681 // IsThreadSafe disables the default serialization-thread guard (the icallCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs841 //COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs861 // emit the clickable duplicate-key Console warning when the read sideCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs881 // this cap is guaranteed to fit at ctx->writerPtr without re-checking.COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs921COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs941 // child object so `fixed (byte* p = &wrapped.Data)` pins the first byteCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs961 // exposed by the netstandard2.1 reference assembly this file buildsCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs981 }COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs1041 ExecuteWriteCommands(ctx, pinnedBase, entriesPtr, entryBufferSize, transfer,COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs1701 // Writes a string (length prefix + UTF-8 body + 4-byte alignment pad) into theCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs2041 Debug.LogException(e);COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs2101 (IntPtr)nestedStart, nestedBytes, transfer, ref output, ref dstSize, ref pendingAdvance, repeatCountCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs2121 // missed when the parent ctor populates them.COMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs2141 // missing-type) are invoked via `delegate* unmanaged[Cdecl]<...>` calliCOMMENT
LOW…zation/SerializationBackendManagedCommands.bindings.cs2161 // .cpp / ResolveMissingTypeForGather) formats the template by substitutingCOMMENT
4891 more matches not shown…
Synthetic Comment Markers65 hits · 488 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
5 more matches not shown…
Hallucination Indicators20 hits · 220 pts
SeverityFileLineSnippetContext
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs108 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rect, color, playModeTinCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs131 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(topRect, color, playModeCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs134 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(bottomRect, color, playModeTCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs137 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(rightRect, color, playModeTiCODE
CRITICALModules/UIElementsEditor/Debugger/OverlayPainter.cs140 rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeSolid(lefRect, color, playModeTintCODE
CRITICALModules/QuickSearch/Editor/Providers/AdbProvider.cs94 var parsedQuery = UnityEditor.Search.Providers.AdbProvider.adbExplicitQueryEngine.ParseQuery(query);CODE
CRITICALModules/QuickSearch/Editor/Indexing/SearchDatabase.cs1116 Unity.Profiling.LowLevel.Unsafe.ProfilerUnsafeUtility.SetMarkerMetadata(CODE
CRITICALModules/QuickSearch/Editor/Indexing/SearchDatabase.cs1129 Ptr = Unity.Collections.LowLevel.Unsafe.UnsafeUtility.AddressOf(ref nanoseconds)CODE
CRITICALModules/QuickSearch/Editor/Indexing/SearchDatabase.cs1131 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.cs643 var buffer = new Span<float>(args->AudioBuffer, storage.Header.Configuration.Setup.speakerMode.CCODE
CRITICAL…cessors/ScriptBindings/ScriptableGenerator.bindings.cs644 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.cs619 vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi);CODE
CRITICALModules/UIElements/Core/Renderer/UIRPainter2D.cs784 vectorImagePtr = m_Ctx.renderData.parent.renderTree.m_GCHandlePool.GetIntPtr(vi);CODE
CRITICALModules/UIElements/Core/Renderer/UIRPainter2D.cs789 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.cs552 var rectParams = UnityEngine.UIElements.UIR.MeshGenerator.RectangleParams.MakeTextured(CODE
AI Slop Vocabulary19 hits · 56 pts
SeverityFileLineSnippetContext
MEDIUM…Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs71 // before running the callbacks, we update the generation and current cancellation token, so that the callbaCOMMENT
MEDIUM…Unity.Scripting/LifecycleManagement/CodeLoadedScope.cs78 // before running the callbacks, we update the generation and current cancellation token, so that the callbaCOMMENT
MEDIUM…dules/UnityConnectEditor/Common/NotificationManager.cs132 //Hopefully each Subscriber will be robust enough that it won't happen. But worst case, we will outpCOMMENT
MEDIUM…dules/UnityConnectEditor/Common/NotificationManager.cs167 //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.cs370 // (4) No-selection overlay. Absolutely positioned so toggling it doesn't reflow theCOMMENT
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
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.cs384 /// You can utilize the UxmlObjectReferenceAttribute to indicate that a property or field isCOMMENT
MEDIUM…ting/ScriptCompilation/BeeDriver/UnityScriptUpdater.cs75 //that we are unable to upgrade the UnityUpgradable error. So we'll only return Certainly if there is not anCOMMENT
MEDIUMEditor/Mono/GI/PostProcessing.bindings.cs163 // Apply windowing: Essentially SHConv3 times the window constantsCOMMENT
MEDIUMEditor/Mono/GI/PostProcessing.bindings.cs361 // Apply windowing: Essentially SHConv3 times the window constantsCOMMENT
MEDIUMEditor/Mono/Inspector/TimeControl.cs131 // 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.cs570 // the most robust and maintainable approach.COMMENT
Slop Phrases10 hits · 22 pts
SeverityFileLineSnippetContext
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
LOW…Inspector/PlayerSettingsEditor/PlayerSettingsEditor.cs95 public static readonly GUIContent unsetApplicationIdentifierWarning = EditorGUIUtility.TrTextContent("Don't CODE
LOW…/Mono/SerializedProperty/SerializedPropertyTreeView.cs631 // don't forget to refresh selected objects that got shoved off screenCOMMENT
Verbosity Indicators13 hits · 19 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
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/UIElements/Core/VisualElement.cs2379 // 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.cs1432 // we need to check if the range is inverted before clamping (case 1351151)COMMENT
LOWEditor/Mono/Prefabs/PrefabUtility.cs3159 // 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.cs2315 // This section handles selecting the folders showing their content, if right clicked outside items.COMMENT
LOW…ceneManagement/StageManager/PrefabStage/PrefabStage.cs454 // 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
Structural Annotation Overuse4 hits · 6 pts
SeverityFileLineSnippetContext
LOW…ing/Marshalling/BlittableNestedCollectionMarshaller.cs24 /// NOTE: This class does multiple allocations and is not particularly efficientCOMMENT
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.cs29 // TODO: implementCOMMENT
LOWModules/IMGUI/LayoutGroup.cs39 // 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
Example Usage Blocks1 hit · 2 pts
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LOWExternal/JsonParsers/MiniJson/MiniJSON.cs41 // Example usage:COMMENT
Hyper-Verbose Identifiers1 hit · 1 pts
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LOW…dow/ProfilerModules/Memory/MemoryElementDataManager.cs14 internal class MemoryElementDataManagerCODE
Fake / Example Data1 hit · 1 pts
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LOW…lkitEditor/GraphToolkitEditor/UI/GraphElementHelper.cs58 public static readonly string placeholderUssModifier = "placeholder";CODE