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Features Utilities Helper Utilities
Static helper classes and utilities that solve common programming problems without needing components on GameObjects. Use these for predictive aiming, path utilities, threading, hashing, formatting, and more.
- Gameplay Helpers: Predictive aiming, spatial sampling, rotation
- GameObject & Component Helpers: Component discovery, hierarchy manipulation
- Transform Helpers: Hierarchy traversal
-
Coroutine Wait Pools: Configure
Buffers.GetWaitForSeconds*caching -
Pooling Unity Objects That Outlive Their Scope:
TrackedObjectPool<T> - Threading: Main thread dispatcher, single-threaded pool teardown
- Path & File Helpers: Path resolution, file operations
- Scene Helpers: Scene queries and loading
-
Advanced Utilities:
RestorableGlobal<T>,BitOps, statistics, null checks, hashing, SHA-256, formatting - Texture and Sprite Pixel Helpers: Rotation and sprite-region extraction
- Environment Detection: CI, batch mode, and runtime environment
Unity allocates a new WaitForSeconds/WaitForSecondsRealtime every time you yield with a literal. Buffers.GetWaitForSeconds(...) and Buffers.GetWaitForSecondsRealTime(...) pool those instructions to reduce coroutine allocations, but each distinct duration used to stick around forever. Large ranges (randomized cooldowns, tweens, etc.) could leak thousands of instances.
New pooling policy knobs (Runtime 2.2.1+):
| Setting | Default | Purpose |
|---|---|---|
Buffers.WaitInstructionMaxDistinctEntries |
512 |
Upper bound on distinct cached durations. Set to 0 to disable the cap, or tighten it for editor/dev builds. When the limit is reached the cache stops growing (or evicts, if LRU is enabled). |
Buffers.WaitInstructionQuantizationStepSeconds |
0 (off) |
Rounds requested durations to the nearest step before caching. Useful when you can tolerate millisecond snapping (e.g., .005f → .01f). |
Buffers.WaitInstructionUseLruEviction |
false |
When true, the cache becomes an LRU: it evicts the least recently used duration whenever it hits the max entry count instead of rejecting new ones. Diagnostics expose the eviction count. |
Buffers.TryGetWaitForSecondsPooled(float seconds) / TryGetWaitForSecondsRealtimePooled
|
n/a | Returns the cached instruction or null if the request would exceed the cap. Use this when you want to detect “unsafe” usages and allocate manually instead. |
Buffers.WaitForSecondsCacheDiagnostics / .WaitForSecondsRealtimeCacheDiagnostics
|
snapshot | Exposes DistinctEntries, MaxDistinctEntries, LimitRefusals, and whether quantization is active so you can surface metrics in your own tooling. |
⚙️ Project-wide defaults: Open the Coroutine Wait Instruction Buffers foldout under Project Settings ▸ Wallstop Studios ▸ Unity Helpers to edit these knobs. The settings asset lives at
Resources/Wallstop Studios/Unity Helpers/UnityHelpersBufferSettings.asset, ships with your build, and automatically applies on script/domain reload or when a player starts (unless your code overrides the values at runtime). Use Apply Defaults Now to push the current sliders into the active domain or Capture Current Values to snapshot whateverBuffersis using in play mode.🔒 Persistence Behavior: When you click Apply Defaults Now, the settings are immediately:
- Saved to disk: The asset is marked dirty and saved via
AssetDatabase.SaveAssets()- Applied to the runtime:
Buffers.WaitInstruction*properties are updated immediatelyThis ensures settings persist across:
- Domain reloads (script recompilation, entering/exiting play mode): Via
[InitializeOnLoadMethod]- Editor restarts: The asset is saved to disk and reloads automatically
- Standalone builds: The asset ships under
Resources/and auto-applies via[RuntimeInitializeOnLoadMethod]Toggle Apply On Load to control whether the saved defaults auto-apply when the domain loads. If disabled, the asset serves as a reference and you must call
asset.ApplyToBuffers()manually.
// Clamp the cache to 128 distinct waits, quantize to milliseconds, and reuse LRU entries.
Buffers.WaitInstructionMaxDistinctEntries = 128;
Buffers.WaitInstructionQuantizationStepSeconds = 0.001f;
Buffers.WaitInstructionUseLruEviction = true;
IEnumerator WeaponCooldown(Func<float> cooldownSeconds)
{
float waitSeconds = cooldownSeconds();
// Prefer pooled waits, but fall back to a fresh instance if the cache refuses it.
WaitForSeconds pooled = Buffers.TryGetWaitForSecondsPooled(waitSeconds)
?? new WaitForSeconds(waitSeconds);
yield return pooled;
}
void OnGUI()
{
WaitInstructionCacheDiagnostics stats = Buffers.WaitForSecondsCacheDiagnostics;
GUILayout.Label(
$"Wait cache: {stats.DistinctEntries}/{stats.MaxDistinctEntries} (refusals={stats.LimitRefusals}, evictions={stats.Evictions})"
);
}
⚠️ Limit warnings: In Editor and Development builds the first limit hit (and every 25th after) emits a warning so you can spot misuses quickly. Production builds skip the log to avoid noise.✅ Deterministic fallback: When the cache refuses a duration,
Buffers.GetWaitForSeconds*still returns a valid instruction; it just isn’t cached, so highly variable waits no longer lead to unbounded memory growth.
TrackedObjectPool<T> pools UnityEngine.Object instances whose lifetime ends in a callback
rather than at the end of a scope (a tween's OnComplete, an animation event, a coroutine).
That is the one shape WallstopGenericPool<T> cannot serve. It hands out a PooledResource<T> whose
disposal returns the item, which is a lexical scope and therefore cannot strand anything; it also
cannot refuse a return, and refusing one is the point here. Use it for scratch buffers, and this for
pooled effects.
TrackedObjectPool<GameObject> puffs = new(
producer: () => Instantiate(_puffPrefab),
onTake: puff => puff.SetActive(true),
onRelease: puff => puff.SetActive(false),
onDestroy: puff => Destroy(puff));
if (puffs.TryTake(out GameObject puff))
{
puff.transform.position = point;
tween.OnComplete(() => puffs.Release(puff));
}
// Destroys the puff still in flight too, rather than leaving it in the scene.
puffs.Dispose();| Member | What it answers |
|---|---|
TryTake(out T) |
false when the pool is disposed or nothing could be produced. An item destroyed while pooled is discarded, never handed out. |
Release(T) |
false for a double release, for something this pool never handed out, and for a release arriving after Dispose. It never throws: the caller is usually a completion callback, where a throw surfaces nowhere. |
InFlightCount |
How many are checked out, and would be destroyed by a teardown right now. |
Dispose() |
Applies onDestroy to everything, in flight included, draining the tracking list first so a Release from a destroyed item's own ending is refused rather than counted twice. |
An item destroyed while checked out is still removed from tracking when released: ReferenceEquals(item, null)
asks whether anything was handed in, item == null asks whether it is gone, and skipping the removal
on the second question leaks one dead reference per use. The pool never calls Object.Destroy on its
own initiative: onDestroy is where destruction lives, and a null one means something else owns it.
Callbacks can dispose the pool or destroy an item. TryTake returns false with a null output when
its callback disposes the pool, destroys the item, or releases it. A nested take after that release
keeps its own ownership. A release callback that disposes the pool retires the returned item through
onDestroy instead of retaining it.
Callback exceptions are logged. A failed producer returns no item; it remains responsible for
resources it never returns. A failed take retires its live item through onDestroy while that take
still owns it. A failed release callback retires its live item. Release still returns true because
it removed an item owned by this pool.
If onDestroy throws, cleanup continues with the remaining items and clears all tracking.
The caller must clean up any native object its destruction callback failed to destroy.
What it does: Calculates where to aim when shooting at a moving target, accounting for projectile travel time.
Problem it solves: Shooting a bullet at where an enemy is misses if they're moving. You need to aim at where they will be.
using WallstopStudios.UnityHelpers.Core.Helper;
Vector2 enemyPos = enemy.transform.position;
Vector2 enemyVelocity = enemy.GetComponent<Rigidbody2D>().velocity;
Vector2 turretPos = turret.transform.position;
float bulletSpeed = 20f;
Vector2? aimPosition = Helpers.PredictCurrentTarget(
enemyPos,
enemyVelocity,
turretPos,
bulletSpeed
);
if (aimPosition.HasValue)
{
// Aim at aimPosition to hit the moving target
Vector2 aimDirection = (aimPosition.Value - turretPos).normalized;
FireProjectile(aimDirection, bulletSpeed);
}
else
{
// Target is too fast, can't hit
}When to use:
- Turrets shooting at moving enemies
- AI aiming at moving players
- Predictive targeting systems
- Guided missiles
When NOT to use:
- Homing projectiles (use steering behaviors)
- Instant-hit weapons (use raycasts)
- Slow-moving or stationary targets (just aim directly)
Get random points in circles/spheres:
using WallstopStudios.UnityHelpers.Core.Helper;
// Random point inside circle (uniform distribution)
Vector2 spawnPoint = Helpers.GetRandomPointInCircle(center, radius);
// Random point inside sphere (uniform distribution)
Vector3 explosionPoint = Helpers.GetRandomPointInSphere(center, radius);Use for:
- Spawn points (enemies, pickups, particles)
- Explosion damage distribution
- Random movement destinations
- Scatter patterns
ShapeHelper generates evenly spaced Vector2 points from angles expressed in degrees. Curve
generation includes both requested endpoints; a one-point curve samples the angular midpoint.
using System.Collections.Generic;
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Helper;
List<Vector2> points = new(16);
ShapeHelper.GenerateCircularCurvePoints(
center: Vector2.zero,
radius: 4f,
startAngle: 30f,
endAngle: 150f,
pointCount: 16,
buffer: points
);GenerateTopCircularFraction takes a fraction of the upper 180° semicircle and centers it on
90°. GenerateCircularFraction takes a fraction of a full 360° circle and centers it on a
caller-supplied angle. A full-circle fraction includes geometrically identical first and last
points, which is useful for an open polyline; omit the last point when feeding a renderer that
already closes its loop.
Supplying a buffer clears and reuses that list. Invalid counts, radii, fractions, centers, or angles fail softly by returning an empty destination instead of throwing.
Get rotation speed for smooth turning:
using WallstopStudios.UnityHelpers.Core.Helper;
// Calculate how much to rotate this frame toward target
float currentAngle = transform.eulerAngles.z;
float targetAngle = GetTargetAngle();
float maxDegreesPerSecond = 180f;
float newAngle = Helpers.GetAngleWithSpeed(
currentAngle,
targetAngle,
maxDegreesPerSecond,
Time.deltaTime
);
transform.eulerAngles = new Vector3(0, 0, newAngle);Handles:
- Frame-rate independence
- Shortest rotation path (doesn't spin 270° when 90° is shorter)
- Angle wrapping (0-360°)
Execute code after delay or next frame:
using WallstopStudios.UnityHelpers.Core.Helper;
// Execute after 2 seconds
Helpers.ExecuteFunctionAfterDelay(
monoBehaviour,
() => Debug.Log("Delayed!"),
delayInSeconds: 2f
);
// Execute next frame
Helpers.ExecuteFunctionNextFrame(
monoBehaviour,
() => Debug.Log("Next frame!")
);Uses coroutines under the hood.
Run a function repeatedly with an optional randomized initial delay:
using WallstopStudios.UnityHelpers.Core.Helper;
// Spawn every 5 seconds after a randomized initial delay
Helpers.StartFunctionAsCoroutine(
gameManager,
SpawnEnemy,
updateRate: 5f,
useJitter: true,
waitBefore: false,
context: waveController
);
void SpawnEnemy()
{
Instantiate(enemyPrefab, spawnPoint.position, Quaternion.identity);
}Pass context when the object that owns the work is not the MonoBehaviour that hosts the
coroutine. The first callback failure is filed against that object in the Console. A null context
uses the coroutine host.
Pass an exceptionHandler to program against failures instead of logging them. It receives every
failed invocation's zero-based index, resolved context, and exception. The coroutine continues when
the action or handler throws; a handler failure is logged once.
Helpers.StartFunctionAsCoroutine(
CoroutineHandler.Instance,
SaveGame,
updateRate: 30f,
useJitter: false,
waitBefore: false,
context: saveController,
exceptionHandler: (iteration, owner, exception) =>
Debug.LogError($"Save invocation {iteration} failed: {exception}", owner)
);Use for:
- Enemy spawning with variability
- Random event triggers
- Staggered updates to spread CPU load
- Natural-feeling timing
updateRate values that are nonpositive, NaN or infinite use the once-per-frame behavior, including
when initial jitter or waitBefore is enabled. Jitter is applied only before the first invocation.
For cached computations, TimedCache<T> requires a finite nonnegative lifetime and throws
ArgumentException for a negative or nonfinite lifetime. Negative or nonfinite jitter overrides
act as zero jitter. Zero lifetime supports jitter without requesting an empty random range;
an explicit finite positive jitter override still delays the initial expiry.
using WallstopStudios.UnityHelpers.Core.Helper;
// Get all layer names (cached after first call)
string[] allLayers = Helpers.GetAllLayerNames();
// Get all sprite label names (editor only, cached)
string[] labels = Helpers.GetAllSpriteLabelNames();Use for:
- Populating dropdowns in editor tools
- Runtime layer/label validation
- Configuration systems
Update PolygonCollider2D to match sprite:
using WallstopStudios.UnityHelpers.Core.Helper;
SpriteRenderer renderer = GetComponent<SpriteRenderer>();
PolygonCollider2D collider = GetComponent<PolygonCollider2D>();
Helpers.UpdateShapeToSprite(renderer, collider);
// Collider now matches sprite's physics shapeTag-based component finding with caching:
using WallstopStudios.UnityHelpers.Core.Helper;
// First call searches scene, subsequent calls use cache
Player player = Helpers.Find<Player>("Player");
// Drop one tag's entry, if it still holds this instance
Helpers.ClearInstance("Player", player);
// Set cache manually (for dependency injection scenarios)
Helpers.SetInstance("Player", playerInstance);
// Drop every entry
Helpers.ClearTagCache();Performance: First call searches the scene using GameObject.FindWithTag; subsequent calls use a cached O(1) dictionary lookup.
Lifetime: An entry holds a strong reference to the component it cached, so while the game is running, unloading a scene drops every entry whose object went with it. Anything that survives the unload stays cached. In the editor outside play mode nothing sweeps the cache; ClearTagCache() drops the lot either way.
using WallstopStudios.UnityHelpers.Core.Helper;
// Check if component exists without allocating
bool hasRigidbody = Helpers.HasComponent<Rigidbody2D>(gameObject);
// Better than:
bool hasRigidbody = GetComponent<Rigidbody2D>() != null; // Allocatesusing WallstopStudios.UnityHelpers.Core.Helper;
// Get existing component or add if missing
Rigidbody2D rb = Helpers.GetOrAddComponent<Rigidbody2D>(gameObject);Recursively enable/disable components:
using WallstopStudios.UnityHelpers.Core.Helper;
// Enable all Collider2D components in children
Helpers.EnableRecursively<Collider2D>(rootObject, enable: true);
// Disable all renderers in hierarchy
Helpers.EnableRendererRecursively<SpriteRenderer>(rootObject, enable: false);Use for:
- Toggling collision for entire character rigs
- Hiding/showing complex prefabs
- Debug visualization toggles
using WallstopStudios.UnityHelpers.Core.Helper;
// Destroy all children (useful for clearing containers)
Helpers.DestroyAllChildrenGameObjects(parentTransform);Use for:
- Clearing inventory UI
- Resetting spawn containers
- Cleanup before repopulating
Editor/runtime aware destruction:
using WallstopStudios.UnityHelpers.Core.Helper;
// Uses DestroyImmediate in editor, Destroy in play mode
Helpers.SmartDestroy(gameObject);
// Also handles assets correctly (won't destroy project assets)Use in editor tools to avoid "Destroying assets is not permitted" errors.
using WallstopStudios.UnityHelpers.Core.Helper;
// Check if GameObject is a prefab asset or instance
bool isPrefab = Helpers.IsPrefab(gameObject);
// Safely modify prefab (editor only)
#if UNITY_EDITOR
Helpers.ModifyAndSavePrefab(prefabAssetPath, prefab =>
{
// Modify prefab here
var component = prefab.AddComponent<MyComponent>();
component.value = 42;
// Changes saved automatically
});
#endifVisit all children recursively:
using WallstopStudios.UnityHelpers.Core.Helper;
// Depth-first traversal (visits deepest children first)
Helpers.IterateOverAllChildrenRecursively<SpriteRenderer>(rootTransform, renderer =>
{
renderer.color = Color.red;
});
// Buffered version (reduces allocations)
using (var buffer = Buffers<Transform>.List.Get())
{
Helpers.IterateOverAllChildrenRecursively(rootTransform, buffer.Value);
foreach (Transform child in buffer.Value)
{
// Process children
}
}Visit by depth level:
using WallstopStudios.UnityHelpers.Core.Helper;
// Breadth-first traversal with depth limit
Helpers.IterateOverAllChildrenRecursivelyBreadthFirst(
rootTransform,
transform => Debug.Log(transform.name),
maxDepth: 3 // Only visit 3 levels deep
);Use for:
- Finding immediate area (not entire tree)
- Level-based operations
- Performance-sensitive searches
Walk up the hierarchy:
using WallstopStudios.UnityHelpers.Core.Helper;
// Find component in parents
Helpers.IterateOverAllParentComponentsRecursively<Canvas>(transform, canvas =>
{
Debug.Log($"Found canvas: {canvas.name}");
});
// Get all parents (no component filter)
using (var buffer = Buffers<Transform>.List.Get())
{
Helpers.IterateOverAllParents(transform, buffer.Value);
// buffer contains all parent transforms up to root
}Use for:
- Finding UI Canvas parents
- Inheritance checking (is this under X?)
- Walking to root of hierarchy
using WallstopStudios.UnityHelpers.Core.Helper;
// Get immediate children (non-recursive)
using (var buffer = Buffers<Transform>.List.Get())
{
Helpers.IterateOverAllChildren(transform, buffer.Value);
// Only direct children, no grandchildren
}Execute code on Unity's main thread from background threads:
Problem it solves: Unity APIs can only be called from the main thread. Background Tasks/threads can't directly manipulate GameObjects. This marshals callbacks back to the main thread.
See the dedicated Unity Main Thread Dispatcher guide for details about auto-creation, queue limits, the AutoCreationScope helper, and the CreateTestScope(...) convenience method that packages can use in their own test fixtures.
using WallstopStudios.UnityHelpers.Core.Helper;
using System.Threading.Tasks;
async Task LoadDataInBackground()
{
// Background thread work
await Task.Run(() =>
{
// Expensive computation
var data = LoadFromDatabase();
// Need to update UI - marshal back to main thread
UnityMainThreadDispatcher.Instance.RunOnMainThread(() =>
{
// Safe to call Unity APIs here
uiText.text = data.ToString();
});
});
}Async version with result:
async Task<string> GetTextFromMainThread()
{
// Called from background thread, executes on main thread
string text = await UnityMainThreadDispatcher.Instance.Post(() =>
{
return uiText.text; // Safe to access Unity objects
});
return text;
}Run background work one item at a time, in enqueue order:
Disposal discards queued work. Dispose() and DisposeAsync() cancel the worker rather than
draining it, so anything enqueued but not yet started is dropped; the await inside
DisposeAsync() waits only for the item already in flight. That is what you want for work that can
simply be redone, such as a generation pass, and not what you want for durable work such as a
persistence write.
The window is narrow enough to hide in testing: work enqueued a millisecond or more before disposal almost always completes, work enqueued immediately before it almost never does.
Call DrainAsync() when queued items must run. It closes the pool to new work permanently, then
returns once the queue is empty and nothing is executing:
using WallstopStudios.UnityHelpers.Core.Threading;
// Work that can be redone: drop whatever is still queued.
_generationPool.Dispose();
// Durable work: let the queue run down first.
if (!await _persistencePool.DrainAsync())
{
this.Log()?.Warn("Pool did not drain; writing final state on this thread.");
}
await _persistencePool.DisposeAsync();DrainAsync() returns false when the wait was abandoned via its CancellationToken, the pool was
already disposed, or the worker had already stopped with items still queued, so a caller can fall
back to writing the final state itself. IsAcceptingWork reports whether Enqueue still does
anything.
The guarantee covers every item the calling thread enqueued before the call. A producer racing the drain from another thread is not covered, so stop those producers first.
One caveat on the synchronous Dispose(): it blocks the calling thread until the in-flight item
finishes. The pool posts nothing back to Unity's main thread, so this is safe for ordinary work
items. A work item whose own continuations capture the main thread's synchronization context would
deadlock, because OnDestroy runs on that thread; prefer DisposeAsync() there.
SemaphoreSlim makes you pair every wait with a finally. Acquire() returns a SemaphoreLease
instead, so the critical section is a using block:
using WallstopStudios.UnityHelpers.Core.Threading;
private readonly SemaphoreSlim _gate = new SemaphoreSlim(1, 1);
public void Append(string line)
{
using (_gate.Acquire())
{
_lines.Add(line);
}
}
public async Task AppendAsync(string line, CancellationToken cancellationToken)
{
using (await _gate.AcquireAsync(cancellationToken))
{
_lines.Add(line);
}
}When you would rather not block, TryAcquire reports failure instead:
if (_gate.TryAcquire(TimeSpan.FromMilliseconds(50), out SemaphoreLease lease))
{
using (lease)
{
// Took a permit within the timeout.
}
}SemaphoreLease is a struct, so an uncontended acquire allocates nothing.
Its shared disposal slots are recycled when a lease is disposed on another thread, including after
an await that resumes on a worker thread.
Disposal is tracked and idempotent. Disposing a lease twice returns one permit, not two. Without
an explicit maximum, a stray Release() can raise the permit count above the intended limit and
let two callers into a section built for one. IsHeld reports whether a lease still owns a permit,
and a lease from a failed TryAcquire is not held, so disposing it is a no-op.
Copying a lease is safe. Assigning it to another variable, capturing it, or passing it by value
produces copies that all point at the same permit, and exactly one of them releases it — whichever is
disposed first. The claim is held outside the struct, where every copy reads the same state, so
IsHeld reports false on every copy once any of them has released.
Construct semaphores with an explicit maximum. Copying is safe through the lease's shared claim. The maximum determines what happens when another caller releases a permit while a lease is held:
| Constructor | Another caller releases while a lease is held |
|---|---|
new SemaphoreSlim(1, 1) |
A stray release raises SemaphoreFullException when the lease is disposed. Count survives. |
new SemaphoreSlim(1) |
Maximum defaults to int.MaxValue, so the lease's release succeeds; the count rises to 2 and a second caller can enter the section. |
Disposing a lease after its semaphore has been disposed is safe. A full semaphore during lease disposal indicates another caller released a permit it did not own; that error is allowed to throw.
Acquire directly into a using and let the lease dispose there. Do not call Release() separately
for a permit held by a lease.
Acquire() and AcquireAsync() throw ArgumentNullException on a null semaphore rather than
handing back a lease that is not held: a silently unlocked critical section surfaces far from its
cause. TryAcquire reports false instead.
Use the Logging Extensions guide for:
- Rich text tags applied directly inside interpolated strings (
$"{value:b,color=red}") - Thread-aware logging helpers (
this.Log,this.LogWarn,this.LogError,this.LogDebug) - Tips for registering custom decorations and gating logs per-object or globally
These helpers rely on the same dispatcher utilities above, so logging from jobs/background threads stays safe.
Fire-and-forget on main thread:
// From background thread
UnityMainThreadDispatcher.Instance.RunOnMainThread(() =>
{
Instantiate(prefab, position, rotation);
});When to use:
- Async file loading callbacks
- Network request callbacks
- Database query results
- Background computation results that update UI
Important:
- Works in both edit mode and play mode
- Actions queued during edit mode execute in next editor update
- Don't block the main thread with long operations
Normalize path separators:
using WallstopStudios.UnityHelpers.Core.Helper;
string windowsPath = @"Assets\Sprites\Player.png";
string unityPath = PathHelper.Sanitize(windowsPath);
// Result: "Assets/Sprites/Player.png"Unity prefers forward slashes. Use this for cross-platform paths.
DirectoryHelper.ResolvePackageAssetPath returns an AssetDatabase path for package-relative
content, including local packages referenced from an external checkout. Assets installations
retain their Assets/ path; embedded, cached and external packages use Packages/<package-id>/.
An external checkout with a missing or whitespace-only package identifier returns an empty path.
FindAbsolutePathToDirectory uses the same resolver for directories in this package.
Create directories safely:
using WallstopStudios.UnityHelpers.Core.Helper;
#if UNITY_EDITOR
// Creates directory and updates AssetDatabase
DirectoryHelper.EnsureDirectoryExists("Assets/Generated/Data");
#endifFind package root:
// Walk hierarchy to find package.json
string packageRoot = DirectoryHelper.FindPackageRootPath();
// Returns path to package containing calling scriptUse for:
- Editor tools generating assets
- Finding package-relative paths
- Build scripts creating folders
Convert between absolute and Unity-relative paths:
using WallstopStudios.UnityHelpers.Core.Helper;
string absolute = "C:/Projects/MyGame/Assets/Textures/player.png";
string relative = DirectoryHelper.AbsoluteToUnityRelativePath(absolute);
// Result: "Assets/Textures/player.png"For paths in Library/PackageCache, DirectoryHelper.AbsoluteToUnityLoadablePath needs the
package ID to build a Packages/<package-id>/ path. It returns an empty string when the package
ID is blank, so callers can skip a path that Unity cannot load.
Get calling script's directory:
// Uses [CallerFilePath] magic
string scriptDir = DirectoryHelper.GetCallerScriptDirectory();
// Returns directory containing the calling .cs fileInitialize file if missing:
using System.Text;
using WallstopStudios.UnityHelpers.Core.Helper;
// Create config.json with default contents if it doesn't exist
FileHelper.InitializePath(
"Assets/config.json",
Encoding.UTF8.GetBytes("{ \"version\": 1 }")
);InitializePath creates the file only when its path is free. It returns false for an existing
file, a null, empty, or whitespace-only path, or an I/O failure; it does not replace existing contents.
Paths that contain spaces alongside other characters are kept as supplied.
Async file copy:
A zero or negative copy buffer returns false before opening files. The destination keeps its
previous contents if reading or staging fails, or if the copy is cancelled. A successful copy replaces it after the full source has been staged. On platforms that
do not support file replacement, the final swap deletes the old destination before moving the
staged file; a failed move can leave the destination absent. A temporary sibling file may remain
after an interrupted process.
using System.Threading;
CancellationTokenSource cts = new CancellationTokenSource();
await FileHelper.CopyFileAsync(
"source.txt",
"destination.txt",
bufferSize: 81920, // 80KB buffer
cts.Token
);Use for:
- Large file operations without blocking
- Cancellable copy operations
- Streaming file operations
File.WriteAllText empties the destination before it writes a single byte. If the game is killed, the
device loses power, or the disk fills in between, the player's save is gone and a truncated one is in its
place. DurableFile writes the new contents to a sibling file, forces them to disk, and only then swaps
them over the destination.
using WallstopStudios.UnityHelpers.Core.Helper;
if (!DurableFile.TryWriteAllText(savePath, json, out Exception error))
{
Debug.LogError($"Could not save: {error}");
// A failed staging write leaves the previous save intact.
}The text overload writes UTF-8 without a byte order mark by default. Pass an Encoding when the
file format requires its preamble; TryWriteAllText(path, text, Encoding.UTF8, out error) writes the
UTF-8 byte order mark before the text.
For binary saves, TryWriteAllBytes and WriteAllBytesAsync accept the serialized byte[] directly.
They use the same staging and flush guarantees as text writes, without encoding or copying the payload.
Missing directories are created; null or empty bytes replace the destination with an empty file. Keep the
array unchanged until the call completes.
if (!DurableFile.TryWriteAllBytes(savePath, serializedBytes, out Exception error))
{
Debug.LogError($"Could not save binary data: {error}");
}Every method reports failure instead of throwing, and the async ones return the exception (null on success):
Exception error = await DurableFile.WriteAllTextAsync(savePath, json, cancellationToken);
Exception binaryError = await DurableFile.WriteAllBytesAsync(savePath, serializedBytes, cancellationToken);
// Append is stronger still: it never rewrites bytes that are already on disk.
DurableFile.TryAppendAllText(ledgerPath, $"{score}\n", out Exception appendError);
// Replace one file with another under the same staging discipline.
DurableFile.TryCopy(savePath, backupPath, out Exception copyError);Serializer.WriteToJsonFile and WriteToJsonFileAsync already write through this, so JSON saves get the
guarantee without changing any code.
Async whole-file writes and copies check cancellation again after staging and immediately before publication. Cancellation observed there returns a failure, preserves the previous destination (or its absence), attempts to remove the staged file, and releases ownership for a retry. Staged-file cleanup is best effort: a deletion failure can leave that temporary file behind. Cancellation arriving after that final check can still publish the complete new file. Appending records has a separate contract: a cancelled append may have written part of its new record.
What it promises:
- On platforms with
File.Replace, a reader sees either complete old or complete new contents. - The data is forced out of the page cache before the swap makes it live.
- Concurrent writes to the same path from your game are serialized.
- A second process using the public
DurableFilewrite, append, or delete APIs cannot change the same destination while the first operation owns it. Its competing operation reports failure.
What it does not promise:
- It is not full crash safety. .NET cannot flush a directory, so a filesystem may still reorder the rename behind the data write.
- On platforms without
File.Replace, the delete-then-move fallback briefly exposes an absent file and can lose the old file if the move fails. - The ownership applies to one destination at a time. It is not a transaction across several files.
- Tools that do not use
DurableFiledo not share this ownership and can still edit a destination. - An internal compare-then-replace operation checks a file before staging its replacement, but unrelated writers can edit the destination between that check and the swap. It does not provide atomic content compare-and-swap against external tools. See #863 for the stronger contract under investigation. Tests reproduce a direct edit after comparison for both text and byte replacement: the complete staged replacement wins, so the external edit is lost. Use a shared writer protocol or a transactional store when that loss is unacceptable.
A leftover .tmp sibling (DurableFile.TemporarySuffix) is what an interrupted write leaves behind; it is
safe to ignore or delete.
DurableFile.TryDelete succeeds when a file is absent and reports failure for a directory or a file it cannot delete.
SceneHelper.IsSceneLoaded returns false for null, empty, or whitespace-only names and paths,
including when an unsaved scene has an empty path. Valid names and paths are matched exactly.
Check if scene is loaded:
using WallstopStudios.UnityHelpers.Core.Helper;
bool loaded = SceneHelper.IsSceneLoaded("GameLevel");
// Checks by scene name or pathGet all scene paths (editor):
#if UNITY_EDITOR
string[] allScenes = SceneHelper.GetAllScenePaths();
// Returns all .unity files in project
string[] buildScenes = SceneHelper.GetScenesInBuild();
// Returns only scenes in Build Settings
#endifConstructing SceneHelper.SceneLoadScope with a null, empty, or whitespace-only path does nothing:
it loads no scene, invokes no callback, and completes disposal immediately.
Load scene, extract data, auto-unload:
using WallstopStudios.UnityHelpers.Core.Helper;
// RAII pattern - scene unloaded when disposed
using (var scope = SceneHelper.GetObjectOfTypeInScene<LevelConfig>("Scenes/LevelData"))
{
if (scope.HasObject)
{
LevelConfig config = scope.Object;
// Use config data
}
// Scene automatically unloaded here
}Use for:
- Extracting data from data-only scenes
- Editor tools reading scene contents
- Validation scripts
- Testing scene contents
Use DisposableScope.Create for a short cleanup that belongs to a using block:
using WallstopStudios.UnityHelpers.Utils;
using DisposableScope scope = DisposableScope.Create(RestoreSetting);Add actions with WithCleanup and dispose the final returned scope. Added actions run in reverse
order, including when one throws:
using var scope = DisposableScope.Create(RestoreSetting).WithCleanup(DeleteTempFolder);Each layer is a value type. Copies share a disposal lease, so each action runs at most once even if
several copies are disposed. Disposing a default scope or passing a null action is harmless, and
Dispose never throws. For reverse ordering, keep the final scope and let its using block dispose
it; disposing an earlier copy before the final scope can run that earlier action sooner. Concurrent
disposal of copies still runs each action once, but ordering across threads is undefined.
The scope itself does not allocate after its lease slots have warmed up. Reuse noncapturing delegates when an allocation-free call site matters; a capturing lambda can allocate when it creates its delegate.
The problem: the obvious way to borrow a global for the length of a block captures the previous
value in the scope's own field and restores from that field. Making the scope readonly fixes the
per-copy "have I been disposed?" flag and fixes nothing here: every copy agrees about what to put
back and none of them about whether it already has, so a second Dispose re-imposes a value the
world has moved past. WUH014 reports the shape; this type is the answer.
using WallstopStudios.UnityHelpers.Core.Helper;
private static readonly RestorableGlobal<RenderTexture> ActiveTexture =
new RestorableGlobal<RenderTexture>(
() => RenderTexture.active,
value => RenderTexture.active = value
);
public static void BlitInto(RenderTexture target)
{
using (ActiveTexture.Borrow(target))
{
GL.Clear(true, true, Color.clear);
}
}The scope holds an identifier rather than a value, and gives it back with a call to the owner. Identifiers are never reused, so a stale copy's release is a no-op instead of a re-imposition.
Nesting and out-of-order disposal. Nesting one borrow inside another is the ordinary case, so the rule is stated for any depth and any order:
- The global always holds the value the newest live borrow asked for. Releasing an older borrow writes nothing — the newer borrow is still running and is still entitled to what it asked for.
- The released borrow's restore value is inherited by the borrow above it, so the last release returns the global to the value it held before the outermost borrow, whatever order the releases happened in.
- That inheritance is conditional: the borrow above only takes it over when what it captured is still the value the released borrow applied. Where something else wrote to the global in between, that write is what comes back.
Unwinding every newer borrow along with an out-of-order older one was rejected: it takes a value away from a scope that is still running.
Nothing throws. Disposing a default scope, disposing twice, disposing after ReleaseAll(), and
a getter or setter that throws are all handled — the failure is logged and the bookkeeping stays
consistent. TryBorrow reports whether the value actually took; IsHeld answers for every copy at
once; Depth is how many borrows are live.
Cost. A borrow allocates nothing once the slot table has grown to the deepest nesting reached:
the scope is a readonly struct, so using calls Dispose directly rather than through a boxed
interface. Construction allocates the owner, its table and the two delegates, once.
Threading. A per-instance monitor guards the table, so concurrent borrows cannot corrupt it — and
the getter and setter run under that monitor, which makes a borrow atomic against another thread's. A
process-wide cell still has one value, so two threads borrowing at once last-writer-wins on the thing
itself, and most globals worth borrowing (Unity's among them) are main-thread only regardless. Under
SINGLE_THREADED the monitor is compiled out.
The problem: Unity's == operator overload can be slow, and destroyed UnityEngine.Objects return true for == null but false for is null.
using WallstopStudios.UnityHelpers.Core.Helper;
GameObject obj = GetMaybeDestroyedObject();
// Proper Unity null check
bool isNull = Objects.Null(obj);
bool notNull = Objects.NotNull(obj);Handles:
- Destroyed UnityEngine.Objects
- Actual null references
- Optimized checks for non-Unity types
Combine hash codes correctly:
using WallstopStudios.UnityHelpers.Core.Helper;
public class CompositeKey
{
public string Name;
public int Level;
public Vector2 Position;
public override int GetHashCode()
{
// FNV-1a mixing over each member's own hash code
return Objects.HashCode(Name, Level, Position);
}
}Supports up to 20 parameters. The mixing step is FNV-1a, for good distribution.
Hash entire collections:
List<int> numbers = new List<int> { 1, 2, 3, 4, 5 };
int hash = Objects.EnumerableHashCode(numbers);Use for:
- Custom GetHashCode implementations
- Dictionary keys with multiple fields
Not for anything that outlives the process. The mixing is fixed, but each argument contributes
its ordinary GetHashCode() value, and those are not portable: .NET randomizes string hash codes
per process, a UnityEngine.Object hashes to a session-local instance id, and any other type
answers with whatever its author wrote. Two runs of the same build on the same machine can disagree.
Persisting one of these values, sending it over a network, or comparing it against a stored copy will
appear to work and then fail.
Objects.StableHash32V1 hashes bytes and nothing else, so its answer depends only on its arguments:
the same bytes and the same seed produce the same value in every process, on every platform, and in
every later version of this package. The algorithm is frozen -- that is what the V1 names -- so a
future change arrives under a different name rather than as a new answer here.
using WallstopStudios.UnityHelpers.Core.Extension;
using WallstopStudios.UnityHelpers.Core.Helper;
byte[] payload = saveSlotName.GetBytes();
uint digest = Objects.StableHash32V1(payload, Objects.Fnv32OffsetBasis);An empty span returns the seed unchanged, so chunks can be folded together by passing the previous result as the next seed. Encode text yourself, so the encoding is part of your format rather than an assumption of this one. Being a 32-bit non-cryptographic hash, it is for identity and change detection, never for security.
When identity needs to survive a hostile reader: Objects.Sha256Hex hashes text (as UTF-8) or
bytes into the standard 64-character lowercase hex digest, and Objects.TrySha256HexOfFile hashes a
file, reporting a missing or unreadable file with false instead of throwing.
using WallstopStudios.UnityHelpers.Core.Helper;
string digest = Objects.Sha256Hex("save-slot-3");
// "af3a7b3f7a85f558898483659933264fe4180ccf7eef520d37df1ad063e9128d"Use it where a 32-bit stable hash is not enough: content-addressed cache keys, detecting whether a
download or import actually changed, and tamper checks on player-supplied data. Unlike
StableHash32V1, no adversary can craft a second input with the same digest, and unlike the
HashCode family, the value is stable across processes and platforms.
using WallstopStudios.UnityHelpers.Core.Helper;
using UnityEngine;
string texturePath = "Assets/Sprites/hero.png";
string previousDigest = "af3a7b3f7a85f558898483659933264fe4180ccf7eef520d37df1ad063e9128d";
bool changed =
!Objects.TrySha256HexOfFile(texturePath, out string fileDigest)
|| fileDigest != previousDigest;
Debug.Log($"Texture changed: {changed}");SpriteHelpers.RotateTexture90, RotateTexture180 and ExtractSpriteRect produce a new texture
and leave the source untouched. They preserve writable source formats and use RGBA32 for readable
compressed sources. A quarter turn swaps dimensions. Sprite extraction reads a small sprite's
rectangle directly when supported, and uses the lower-memory full-texture path for large regions
or formats such as Crunch that reject region reads.
using WallstopStudios.UnityHelpers.Core.Helper;
using UnityEngine;
Texture2D source = new Texture2D(64, 128, TextureFormat.RGBA32, false);
source.SetPixels32(new Color32[64 * 128]);
source.Apply();
Texture2D clockwise = source.RotateTexture90(clockwise: true);
Texture2D upsideDown = source.RotateTexture180();Both return null, with a logged reason, when the texture is not readable or its format refuses pixel writes, so a compressed atlas never throws mid-load. Each returned texture is a new allocation: destroy it when finished with it.
using WallstopStudios.UnityHelpers.Core.Helper;
using UnityEngine;
Texture2D sheet = new Texture2D(256, 256, TextureFormat.RGBA32, false);
sheet.Apply();
Sprite sprite = Sprite.Create(sheet, new Rect(0, 0, 32, 32), new Vector2(0.5f, 0.5f));
Texture2D extracted = sprite.ExtractSpriteRect();ExtractSpriteRect copies the sprite's textureRect region from its source sheet, so it reads a
sprite out of a larger sheet without touching the sheet itself. The sheet must be readable, and a
rect that leaves the sheet is reported as a logged null rather than an out-of-range read.
Human-readable byte counts:
using WallstopStudios.UnityHelpers.Core.Helper;
long bytes = 1536000;
string formatted = FormattingHelpers.FormatBytes(bytes);
// Result: "1.46 MB"Auto-scales to B, KB, MB, GB, TB.
Use for:
- File size displays
- Memory usage UI
- Profiling output
- Download progress
Enumerate 2D/3D array indices:
using WallstopStudios.UnityHelpers.Core.Helper;
int[,] grid = new int[10, 10];
// Get all indices as tuples
foreach (var (x, y) in IterationHelpers.IndexOver(grid))
{
grid[x, y] = x + y;
}
// Buffered (reduces allocations)
using (var buffer = Buffers<(int, int)>.List.Get())
{
IterationHelpers.IndexOver(grid, buffer.Value);
foreach (var (x, y) in buffer.Value)
{
// Process
}
}Also supports 3D arrays with (int, int, int) tuples.
Marshalling between int[] and byte[]:
using WallstopStudios.UnityHelpers.Core.Helper;
int[] ints = { 1, 2, 3, 4, 5 };
// Convert to bytes (uses Buffer.BlockCopy)
byte[] bytes = ArrayConverter.IntArrayToByteArrayBlockCopy(ints);
// Convert back
int[] restored = ArrayConverter.ByteArrayToIntArrayBlockCopy(bytes);Use for:
- Network serialization
- Binary file formats
- Save game data
- High-performance data conversion
Performance: Uses native memory copy (Buffer.BlockCopy) which is faster than element-by-element loops due to optimized native implementation, though both are O(n).
One home for the bit math every system re-derives: BitOps centralizes the SWAR popcount,
trailing zero count, floor log2, highest-bit isolation, power-of-two detection and power-of-two
ceiling that data structures, sorters and capacity sizing keep re-implementing. Every method is a
pure, allocation-free function of its inputs; signed overloads interpret their argument as the
two's-complement bit pattern.
using WallstopStudios.UnityHelpers.Core.Helper;
int liveEnemies = BitOps.PopCount(0b1011UL); // 3
int bucket = BitOps.Log2(77) + 1; // floor log2 + 1
int lowestFlag = BitOps.TrailingZeroCount(0b1010_0000); // lowest set bit, 32 when none
uint poolSize = BitOps.NextPowerOfTwo(37U); // smallest power of two >= 37
bool isFlag = BitOps.IsPowerOfTwo(1UL << 7); // exactly one bit setNextPowerOfTwo throws ArgumentOutOfRangeException when no exact power of two is representable
(negative values, or values beyond 2^30 / 2^31 / 2^62 / 2^63 for int / uint / long / ulong) instead
of overflowing silently.
One home for the numbers gameplay code keeps re-deriving: WallMath.Median, Percentile,
Mean and StandardDeviation read an IReadOnlyList directly, so a List<T>, a T[] or a pooled
buffer all work with no intermediate copy on your side. TryClopperPearsonInterval computes an
exact confidence interval for a measured binomial success rate. TryExactSignTest compares paired
measurements without a large-sample approximation. TryFisherExactTest compares two binary groups
with fixed margins. Sorting for median and percentile happens on a pooled internal copy, so your
list is never reordered.
using System.Collections.Generic;
using WallstopStudios.UnityHelpers.Core.Helper;
List<float> runTimes = new List<float> { 2.1f, 0.9f, 1.7f, 3.3f, 1.2f };
float median = runTimes.Median(); // 1.7
float p95 = runTimes.Percentile(0.95f); // near the slowest run
float mean = runTimes.Mean(); // 1.84
float spread = runTimes.StandardDeviation(); // population spread around the meanConventions, chosen once so callers do not have to guess:
-
Medianof an even count averages the two middle elements; the halving is done indouble, so extreme magnitudes cannot overflow. -
Percentileinterpolates linearly between closest ranks (0is the minimum,1the maximum). Finite opposite extremes stay finite, and primitive conversions do not box the elements. Exact ranks retain their stored value. Interior interpolation preserves equal infinities, returns the infinite endpoint when only one endpoint is infinite, and returns NaN between opposite infinities. Results are undefined for data containing NaN; a NaN or out-of-range percentile throws. -
Meanaccumulates indouble, so a float sum cannot lose magnitude and an int sum cannot overflow. Integral data returnsdouble, matchingEnumerable.Average. -
StandardDeviationis the population standard deviation by default; passsample: truefor Bessel's correction when the data is a sample of a larger population.
For a binary outcome, use an exact Clopper-Pearson interval when the sample is small or the observed rate is close to zero or one:
using WallstopStudios.UnityHelpers.Core.Helper;
bool measured = WallMath.TryClopperPearsonInterval(
successes: 17,
trials: 20,
confidenceLevel: 0.95,
out double lowerRate,
out double upperRate
);The interval is equal-tailed and includes both endpoints. Zero successes produces a lower bound of
zero; success on every trial produces an upper bound of one. Invalid counts, a non-positive trial
count, or a non-finite/confidence level outside the open interval (0, 1) return false and set both
outputs to zero.
For paired measurements, count how many non-tied pairs improved and regressed. The exact sign test returns the probability of an outcome at least as imbalanced under an equal-chance null hypothesis:
using WallstopStudios.UnityHelpers.Core.Helper;
bool compared = WallMath.TryExactSignTest(
positiveDifferences: 8,
negativeDifferences: 2,
out double twoSidedPValue
); // p = 0.109375Exclude tied pairs before calling the method. Negative counts, no non-tied pairs, or a combined
count beyond int.MaxValue return false and clear the output. The calculation uses the exact
binomial tail and remains bounded for large counts; extremely small probabilities can round to zero
in double.
For two independent binary groups, Fisher's exact test sums every fixed-margin table no more likely than the observed table:
using WallstopStudios.UnityHelpers.Core.Helper;
bool compared = WallMath.TryFisherExactTest(
upperLeft: 1,
upperRight: 9,
lowerLeft: 11,
lowerRight: 3,
out double twoSidedPValue
); // p is about 0.00276Negative counts, an empty table, totals beyond int.MaxValue, or more than one million possible
fixed-margin tables return false and clear the output. The table-count limit bounds work for data
that needs a large-sample method instead.
For stratified binary outcomes, estimate the common odds ratio with Mantel-Haenszel pooling:
using WallstopStudios.UnityHelpers.Core.Helper;
(int upperLeft, int upperRight, int lowerLeft, int lowerRight)[] strata =
{
(1, 9, 11, 3),
(8, 2, 4, 6)
};
bool estimated = WallMath.TryMantelHaenszelOddsRatio(strata, out double oddsRatio);
// oddsRatio = 101 / 181, about 0.558Rows and columns must have consistent meanings across strata. With cells (a, b, c, d) and total
n, pooling computes sum(a*d/n) / sum(b*c/n), as in
statsmodels' pooled odds ratio.
Empty strata contribute nothing. Null or empty input, any negative cell, and an undefined
zero-over-zero ratio return false and clear the output. A zero numerator produces zero; a positive
numerator with a zero denominator produces positive infinity. All non-negative int cell counts
are supported, including tables whose total exceeds int.MaxValue. The method reads the existing
buffer without allocating or changing it. No continuity correction is added. This is a common-effect
estimate, with independent observations within and between strata; it does not supply a confidence
interval, an exact significance test, or a test of homogeneity.
For an already computed chi-square statistic, get its upper-tail probability directly:
using WallstopStudios.UnityHelpers.Core.Helper;
bool evaluated = WallMath.TryChiSquareSurvival(
statistic: 3.841458820694124,
degreesOfFreedom: 1,
out double upperTailProbability
); // about 0.05The probability is Q(degreesOfFreedom / 2, statistic / 2), the regularized upper incomplete gamma
function. Its evaluation uses the gamma series and
continued fraction, with a stable logarithmic prefactor for large degrees
of freedom. This evaluates the chi-square distribution; whether that distribution is appropriate
for a particular test remains the caller's statistical assumption. It does not turn a small-sample
chi-square test into an exact test.
Degrees of freedom must be a positive int. A zero statistic returns one, positive infinity returns
zero, and negative or NaN statistics return false. Both numerical paths have a one-million-iteration
convergence limit and fail with false and zero output if convergence cannot be established.
Extremely small probabilities can underflow to zero; ordinary small tails are evaluated directly
rather than by subtracting a cumulative probability from one. The method allocates no scratch
buffer. Reference tests cover finite exponential sums for even degrees, independently evaluated
small tails, and high-precision density quadrature at int.MaxValue degrees of freedom.
using WallstopStudios.UnityHelpers.Core.Helper;
int[] waveSizes = { 8, 12, 10, 15, 9, 11, 14, 10 };
double averageWave = waveSizes.Mean(); // 11.125
double medianWave = waveSizes.Median(); // 10.5
double p90Wave = waveSizes.Percentile(0.9); // 14.3The descriptive list methods throw on an empty list and a null receiver: a statistic of nothing is undefined, and the package fails closed rather than inventing a zero.
Create IComparer from lambda:
using WallstopStudios.UnityHelpers.Core.Helper;
public sealed class Enemy : MonoBehaviour { public int health; }
var enemies = new List<Enemy>();
// Sort by health descending
enemies.Sort(new FuncBasedComparer<Enemy>((a, b) =>
b.health.CompareTo(a.health) // Descending
));Reverse any comparer:
var comparer = Comparer<int>.Default;
var reversed = new ReverseComparer<int>(comparer);
// Now sorts descending
list.Sort(reversed);Detect if running in a CI environment:
using WallstopStudios.UnityHelpers.Core.Helper;
if (Helpers.IsRunningInContinuousIntegration)
{
// Skip interactive dialogs, use defaults
}
if (Helpers.IsRunningInBatchMode)
{
// Running headless (no graphics device)
}Read a named value from the current process, or use the deterministic overload when parsing a stored command line. Names are matched exactly and a trailing flag has no value:
string scene = Helpers.GetCommandLineArgument("-scene");
List<string> scenes = Helpers.GetCommandLineArguments(
new[] { "game", "-scene", "Town", "-scene", "Dungeon" },
"-scene"
);GetCommandLineArguments preserves repeated values in order. Both helpers fail soft for null input
or a blank name, and the current-process overload returns null instead of throwing when process
arguments are unavailable. Blank names are rejected before reading process arguments. Names with
surrounding spaces match exactly, and values retain literal whitespace.
Supported CI systems (checked via environment variables):
| CI System | Environment Variable |
|---|---|
| Generic CI | CI |
| GitHub Actions | GITHUB_ACTIONS |
| GitLab CI | GITLAB_CI |
| Jenkins | JENKINS_URL |
| Travis CI | TRAVIS |
| CircleCI | CIRCLECI |
| Azure Pipelines | TF_BUILD |
| TeamCity | TEAMCITY_VERSION |
| Buildkite | BUILDKITE |
| AWS CodeBuild | CODEBUILD_BUILD_ID |
| Bitbucket Pipelines | BITBUCKET_BUILD_NUMBER |
| AppVeyor | APPVEYOR |
| Drone CI | DRONE |
| Unity CI | UNITY_CI |
| Unity Tests | UNITY_TESTS |
Check specific environment variables:
using WallstopStudios.UnityHelpers.Core.Helper;
// Check if a specific environment variable is set (non-empty, non-whitespace)
bool onGitHub = Helpers.IsEnvironmentVariableSet(
Helpers.CiEnvironmentVariables.GitHubActions
);
bool onJenkins = Helpers.IsEnvironmentVariableSet(
Helpers.CiEnvironmentVariables.JenkinsUrl
);
// Access all known CI variable names
foreach (string varName in Helpers.CiEnvironmentVariables.All)
{
if (Helpers.IsEnvironmentVariableSet(varName))
{
Debug.Log($"CI detected via: {varName}");
}
}Use for:
- Skipping interactive dialogs in CI
- Disabling expensive editor visualizations
- Conditional test behavior
- Build automation scripts
- Asset processors that shouldn't run headless
-
Cache lookups:
Helpers.Find<T>()caches, but don't call every frame anyway -
Use buffered variants:
IterateOverAllChildrenRecursivelywith buffers for hot paths - Main thread dispatch: Don't send hundreds of tiny tasks, batch work
- Hierarchy traversal: Use breadth-first with depth limits for large hierarchies
- Main thread rule: Only Unity APIs need main thread, pure C# can stay on background threads
- Avoid blocking: Don't wait for main thread results in tight loops
- CancellationToken: Support cancellation for long operations
- Component vs Helper: Components (MonoBehaviours) for per-object state, Helpers for stateless operations
- Static method smell: If you need instance state, use a component instead
-
Editor/Runtime split: Use
#if UNITY_EDITORguards for editor-only helpers
-
Namespace imports: Use
using WallstopStudios.UnityHelpers.Core.Helper;at top of file - Don't extend helpers: These are sealed utility classes, not inheritance hierarchies
- Prefer composition: Use helpers from components, don't try to combine them
- Intelligent Pooling System - Advanced object pooling with auto-purging
- Math & Extensions - Extension methods on built-in types
- Utility Components - MonoBehaviour-based utilities
- Reflection Helpers - High-performance reflection utilities
- Singletons - RuntimeSingleton and ScriptableObjectSingleton
- Data Structures - Cache, spatial trees, and other collections
📦 Unity Helpers | 📖 Documentation | 🐛 Issues | 📜 MIT License
- Inspector Button
- Inspector Conditional Display
- Inspector Grouping Attributes
- Inspector Inline Editor
- Inspector Overview
- Inspector Selection Attributes
- Inspector Settings
- Inspector Validation Attributes
- Utility Components
- Visual Components
- Data Structures
- Helper Utilities
- Math And Extensions
- Pooling Guide
- Random Generators
- Reflection Helpers
- Singletons
- Asset Change Detection
- Asset Validation
- Authored Asset Validation
- Editor Tools Guide
- Failed Tests Exporter
- Sprite Animation Motion
- Test Run Reporter
- Unity Method Analyzer
- Ai Model Backends
- Bundled Assembly Conflicts
- Mcp Ecosystem
- Mcp Local Setup
- Odin Migration Guide
- Unity Devcontainer Licensing