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com.wallstop-studios.unity-helpers

2.0.0-rc79.2
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  • License MIT

Various Unity Helper Library

Package Exports

  • com.wallstop-studios.unity-helpers
  • com.wallstop-studios.unity-helpers/README.md

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (com.wallstop-studios.unity-helpers) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

A Grab-Bag

Various Unity Helpers. Includes many deterministic, seedable random number generators.

CI/CD Status

Npm Publish

Compatibility

Platform Compatible
Unity 2021 Likely, but untested
Unity 2022
Unity 2023
Unity 6
URP
HDRP

Installation

To Install as Unity Package

  1. Open Unity Package Manager
  2. (Optional) Enable Pre-release packages to get the latest, cutting-edge builds
  3. Open the Advanced Package Settings
  4. Add an entry for a new "Scoped Registry"
    • Name: NPM
    • URL: https://registry.npmjs.org
    • Scope(s): com.wallstop-studios.unity-helpers
  5. Resolve the latest com.wallstop-studios.unity-helpers

From Source

Grab a copy of this repo (either git clone or download a zip of the source) and copy the contents to your project's Assets folder.

From Releases

Check out the latest Releases to grab the Unity Package and import to your project.

Package Contents

  • Random Number Generators
  • Spatial Trees
  • Protobuf, Binary, and JSON formatting
  • A resizable CyclicBuffer
  • Simple single-threaded thread pool
  • A LayeredImage for use with Unity's UI Toolkit
  • Geometry Helpers
  • Child/Parent/Sibling Attributes to automatically get components
  • ReadOnly attribute to disable editing of serialized properties in the inspector
  • An extensive collection of helpers
  • Simple math functions including a generic Range
  • Common buffers to reduce allocations
  • A RuntimeSingleton implementation for automatic creation/accessing of singletons
  • String helpers, like converting to PascalCase, like Unity does for variable names in the inspector
  • A randomizable PerlinNoise implementation
  • And more!

Auto Get(Parent/Sibling/Child)Component

Are you tired of constantly writing GetComponent() all over the place? Waste time no more!

public sealed class MyCoolScript : MonoBehaviour
{
    [SiblingComponent] // If it doesn't exist, will log an error
    private SpriteRenderer _spriteRenderer;

    [SiblingComponent(optional = true)] // Ok if it doesn't exist, no errors logged
    private BoxCollider2D _boxCollider;

    [ParentComponent] // Similar to GetComponentInParent<AIController>(includeInactive: true)
    private AIController _parentAIController;

    // Only include components in parents, Unity by default includes sibling components in the GetComponentsInParent call
    [ParentComponent(onlyAncestors = true)] 
    private Transform [] _allParentTransforms; // Works with arrays!

    [ParentComponent(includeInactive = false)] // Don't include inactive components
    private List<PolygonCollider2> _parentColliders; // Works with lists!

    [ChildComponent(onlyDescendents = true)] // Similar to GetComponentInChildren<EdgeCollider2D>(includeInactive: true)
    private EdgeCollider2D _childEdgeCollider;

    private void Awake()
    {
        /*
            Make sure this is called somewhere, usually in Awake, OnEnable, or Start - wherever this is called,
             values will be injected into the annotated fields and errors will be logged
        */
        this.AssignRelationalComponents();
    }
}

Random Number Generators

This package implements several high quality, seedable, and serializable random number generators. The best one (currently) is the PCG Random. This has been hidden behind the PRNG.Instance class, which is thread-safe. As the package evolves, the exact implementation of this may change.

All of these implement a custom IRandom interface with a significantly richer suite of methods than the standard .Net and Unity randoms offer.

To use:

IRandom random = PRNG.Instance;

random.NextFloat(); // Something between 0.0f and 1.0f
random.NextDouble(); // Something between 0.0d and 1.0d
random.Next(); // Something between 0 and int.MaxValue
random.NextUint(); // Something between 0 and uint.MaxValue

int [] values = {1, 2, 3};
random.NextOf(values); // 1, 2, or 3
random.NextOf(Enumerable.Range(0, 3)); // 1, 2, or 3
HashSet<int> setValues = new() {1, 2, 3};
random.NextOf(setValues); // 1, 2, or 3

random.NextGuid(); // A valid UUIDv4
random.NextGaussian(); // A value sampled from a gaussian curve around mean=0, stdDev=1 (configurable via parameters)
random.NextEnum<T>(); // A randomly selected enum of type T

int width = 100;
int height = 100;
random.NextNoiseMap(width, height); // A configurable noise map generated using random octave offsets

Implemented Random Number Generators

  • PCG
  • DotNet (uses the currently implemented .Net Random)
  • RomoDuo
  • SplitMix64
  • Squirrel
  • System (uses a port of the Windows .Net Random)
  • Unity (uses Unity's random under the hood)
  • Wy
  • XorShift
  • XorShiro

Performance (Number of Operations / Second)

Random NextBool Next NextUInt NextFloat NextDouble NextUint - Range NextInt - Range
DotNetRandom 29,600,000 29,600,000 31,400,000 25,100,000 25,600,000 19,200,000 18,300,000
LinearCongruentialGenerator 170,500,000 170,600,000 242,100,000 88,600,000 89,100,000 42,400,000 39,200,000
IllusionFlow 143,600,000 143,400,000 190,600,000 80,600,000 81,100,000 40,200,000 37,100,000
PcgRandom 160,200,000 161,900,000 224,000,000 85,900,000 86,600,000 41,900,000 38,100,000
RomuDuo 128,400,000 128,400,000 166,100,000 76,000,000 76,300,000 39,200,000 35,600,000
SplitMix64 156,700,000 157,100,000 214,500,000 84,900,000 84,700,000 41,600,000 38,200,000
SquirrelRandom 123,200,000 123,200,000 156,800,000 73,800,000 74,300,000 38,700,000 35,400,000
SystemRandom 74,800,000 85,800,000 36,000,000 67,400,000 67,000,000 37,300,000 34,200,000
UnityRandom 50,400,000 49,400,000 55,500,000 38,400,000 39,500,000 26,400,000 24,900,000
WyRandom 74,200,000 74,900,000 84,800,000 52,100,000 53,100,000 32,000,000 29,400,000
XorShiftRandom 171,800,000 172,200,000 245,700,000 90,000,000 89,900,000 42,400,000 38,900,000
XoroShiroRandom 98,700,000 98,600,000 118,500,000 64,200,000 64,900,000 35,100,000 33,200,000

Spatial Trees

There are three implemented 2D immutable spatial trees that can store generic objects, as long as there is some resolution function that can convert them into Vector2 spatial positions.

  • QuadTree (easiest to use)
  • KDTree
  • RTree

Spatial trees, after construction, allow for O(log(n)) spatial query time instead of O(n). They are extremely useful if you need repeated spatial queries, or if you have relatively static spatial data.

Usage

GameObject [] spatialStorage = { myCoolGameObject };
QuadTree<GameObject> quadTree = new(spatialStorage, go => go.transform.position);

// Might return your object, might not
GameObject [] inBounds = quadTree.GetElementsInBounds(new Bounds(0, 0, 100, 100));

// Uses a "good-enough" nearest-neighbor approximately for cheap neighbors
List<GameObject> nearestNeighbors = new();
quadTree.GetApproximateNearestNeighbors(myCoolGameObject.transform.position, 1, nearestNeighbors);
Assert.AreEqual(1, nearestNeighbors.Count);
Assert.AreEqual(myCoolGameObject, nearestNeighbors[0]);

Note

All spatial trees expect the positional data to be immutable. It is very important that the positions do not change. If they do, you will need to reconstruct the tree.

Shaders

Name Description
BackgroundMask Used to simulate a blur effect for arbitrary shapes. You will need a reference image, as well as a blurred copy using either a photo editing application or the provided Image Blur tool.
DebugDisplayValue Displays numerical values on top of a texture. Useful to visually track texture instances.

Contributing

This project uses CSharpier with the default configuration to enable an enforced, consistent style. If you would like to contribute, recommendation is to ensure that changed files are ran through CSharpier prior to merge. This can be done automatically through editor plugins, or, minimally, by installing a pre-commit hook.

If you think there is something useful that you would like to see, please open an issue or contact me directly.