Awesome
UniTyped
UniTyped is a source generator that allows typed access to data such as SerializedObjects, material parameters, tags and layers. It helps you write more concise and safe code.
- Statically Typed: Eliminates string-based unstable data accesses and allows accesses to non-existent data to be discovered at the compile stage. There is no need to write a large number of
FindProperty
s or deal with the complicated API of SerializedProperty. - Less Heap Allocations: Generated code is struct-based and designed to avoid boxing.
Table of Contents
Requirements
- Fully supported in Unity 2021.2 and later
- In Unity 2021.1 and below, UniTyped features can be used with Manual Generator
Installation
Add git URL https://github.com/ruccho/UniTyped.git?path=/Packages/com.ruccho.unityped
from UPM.
Limitations
- This project is currently experimental and breaking changes may be made.
- It may not cover all use cases. Please let me know by issues if you notice anything.
Features
Typed View Generation
Serialized Objects
Put [UniTyped.UniTyped]
attribute on your MonoBehaviour, ScriptableObject or your custom serializable class / struct then you can use UniTyped.Generated.[YourNamespace].[YourClass]View
struct in your editor code.
using UnityEngine;
using UniTyped;
using UniTyped.Generated;
[UniTyped]
public class Example : MonoBehaviour
{
[SerializeField] private int someValue = 0;
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(Example))]
public class ExampleEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
//ExampleView is auto-generated struct.
var view = new ExampleView()
{
Target = serializedObject
};
//equivalent to serializedObject.FindProperty("someValue").intValue++;
view.someValue++;
serializedObject.ApplyModifiedProperties();
}
}
#endif
Array / List operation
using System;
using System.Collections.Generic;
using UnityEngine;
using UniTyped;
[UniTyped]
public class Example : MonoBehaviour
{
[SerializeField] private int[] someArray = default;
[SerializeField] private List<int> someList = default;
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(Example))]
public class ExampleEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
var view = new UniTyped.Generated.ExampleView()
{
Target = serializedObject
};
// array access
for (int i = 0; i < view.someArray.Length; i++)
{
Debug.Log(view.someArray[i].Value);
// set value
view.someArray[i].Set(100);
// ... or
var elementView = view.someArray[i];
elementView.Value = 100;
}
// also accessible with IEnumerator<T>
foreach (var element in view.someArray)
{
Debug.Log(element.Value);
}
serializedObject.ApplyModifiedProperties();
base.OnInspectorGUI();
}
}
#endif
Configure Code Generation
Use [UniTypedField]
attribute to control the result of code generation.
ignore
: ignores the field.nestedField
: By default, UniTyped flattens accessor property to allow direct manipulation of values, but this option avoids that and exposes internal view. It is useful to accessSerializedProperty
of specific field.
using UnityEngine;
using UniTyped;
using UniTyped.Generated;
[UniTyped]
public class Example : MonoBehaviour
{
[SerializeField, UniTypedField(ignore = true)]
private int ignoredField = 0;
[SerializeField, UniTypedField(forceNested = true)]
private int nestedField = 0;
}
#if UNITY_EDITOR
[UnityEditor.CustomEditor(typeof(Example))]
public class ExampleEditor : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
var view = new ExampleView()
{
Target = serializedObject
};
view.ignoredField++; // error: Cannot resolve symbol 'ignoreField'
Debug.Log(view.nestedField.Value); // int Value { get; set; }
Debug.Log(view.nestedField.Property); // SerializedProperty Property { get; set; }
serializedObject.ApplyModifiedProperties();
}
}
#endif
Materials
Create partial
struct with UniTyped.UniTypedMaterialView
attribute.
using UnityEngine;
using UniTyped;
//specify relative path from this source file
[UniTypedMaterialView("NewUnlitShader.shader")]
public partial struct NewUnlitShaderView
{
}
//ShaderGraph is also supported.
/*
[UniTypedMaterialView("New Shader Graph.shadergraph")]
public partial struct NewShaderGraphView
{
}
*/
public class MaterialViewExample : MonoBehaviour
{
[SerializeField] private Material mat = default;
void Update()
{
var view = new NewUnlitShaderView()
{
Target = mat
};
view._Color = Color.HSVToRGB(Time.time % 1f, 1f, 1f);
}
}
Shader "Unlit/NewUnlitShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Color("Color", Color) = (1, 1, 1, 1)
}
//...
}
Animator Parameters
Create partial
struct with UniTyped.UniTypedAnimatorView
attribute.
Ensure that the latest aniamtor controller assets are saved to disk (with Save Project
) .
using UnityEngine;
using UniTyped;
[UniTypedAnimatorView("New Animator Controller.controller")]
public partial struct NewAnimatorControllerView
{
}
public class AnimatorViewExample : MonoBehaviour
{
private Animator animator;
void Update()
{
if (!animator && !TryGetComponent(out animator)) return;
var view = new NewAnimatorControllerView()
{
Target = animator
};
// Float
view.FloatParameter = Time.time;
view.SetFloatParameter(Time.time, dampTime, deltaTime);
// Int
view.IntParameter = Time.frameCount;
// Bool
view.BoolParameter = true;
// Trigger
view.TriggerA();
view.ResetTriggerA();
}
}
Tags and Layers Enums
In UniTyped.Reflection
namespace, Tags
, Layers
and SortingLayers
enums are automatically defined.
You have to recompile UniTyped
assembly after you make changes in tags and layers in project settings because these members are generated within UniTyped
assembly. To recompile it, use Assets
> UniTyped
> Apply Tags and Layers Reflection
option in menu bar.
using System.Collections.ObjectModel;
using UnityEngine;
using UniTyped.Reflection;
public class TagsAndLayersExample : MonoBehaviour
{
private void Start()
{
// ---Tags---
Debug.Log(Tags.New_tag);
// tag names can be queried with UniTyped.Reflection.TagUtility
Debug.Log(TagUtility.GetTagName(Tags.New_tag)); // "New tag"
TagUtility.TryGetTagValue("New tag", out Tags result); // result: Tags.New_tag
ReadOnlyCollection<string> tagNames = TagUtility.TagNames; // enumerate tag names
// ---Layers---
Debug.Log(Layers.Default);
Debug.Log(Layers.UI);
Debug.Log(Layers.Water);
Debug.Log(Layers.Ignore_Raycast);
Debug.Log(Layers.TransparentFX);
// layer enum values can be used as layer indices.
Debug.Log(LayerMask.LayerToName((int)Layers.Default));
// ---Sorting Layers---
Debug.Log(SortingLayers.Default);
// sorting layer enum values can be used as sorting layer IDs.
SortingLayer.GetLayerValueFromID((int)SortingLayers.Default);
}
}
Manual Generator
By default, UniType uses the functionality of the Roslyn source generator available in Unity 2021.2 and later. In Unity 2021.1 and below, you can use UniType with manual generator provided as individual package.
Requirements
- .NET runtime (supports
netcoreapp3.1
target)- ensure
dotnet
cli tool is available
- ensure
- MSBuild (included in Visual Studio or .NET SDK)
Installation
Add git URL https://github.com/ruccho/UniTyped.git?path=/Packages/com.ruccho.unityped.manualgenerator
from Package Manager.
Usage
- Create generator profile asset from
Create
>UniTyped
>Manual Generator Profile
in project view. - Add generator item.
- Register
csproj
path of the project contains target scripts. - Register output C# path. (will be overwritten!)
- Click
Generate
button.
Hint
- Executable of manual generator
UniTyped.Generator.Standalone.exe
can be found inPackages/com.ruccho.unityped.manualgenerator/Editor/Executable~/netcoreapp3.1
. You can use it from commandline with options--project=<CSPROJ PATH> --output=<OUTPUT SCRIPT PATH>
.