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Feature Browser
Gustavo edited this page Oct 11, 2026
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This is the portable Wiki version of the Obsidian feature browser. Browse the category and feature links below; the original dynamic Base definition is preserved at the end of this page.
| Feature | Category | Kind | Summary |
|---|---|---|---|
| AdvancedStateMachine V2 | Architecture and State | Runtime | Graph-based states use typed parameters, any-state transitions and composable boolean/numeric/trigger conditions. |
| Command Contracts | Architecture and State | Runtime | ICommand exposes Execute/Unexecute on a receiver; IAsyncCommand provides Task-based asynchronous execution. |
| HardStateMachine V2 | Architecture and State | Runtime | Enum-backed states expose entry/update/exit callbacks and optional transition permission checks. |
| MVC Framework | Architecture and State | Runtime | Model contracts and view/controller bases pair through a manager and model factories. |
| Object Pooling | Architecture and State | Runtime | Pools plain objects and Unity GameObjects through poolable contracts and reusable instance APIs. |
| Observable Values | Architecture and State | Runtime | Generic and typed values raise old/new change notifications; AccessorObservable wraps external getters/setters. |
| ObservableDictionary | Architecture and State | Runtime + Editor | Dictionary operations publish entry-change notifications and support Inspector editing. |
| ObservableList | Architecture and State | Runtime + Editor | List operations notify additions, updates, removals and clearing, including affected indexes. |
| ServiceLocator | Architecture and State | Runtime | Registers services by type and exposes shared service lookup. |
| Singletons | Architecture and State | Runtime | Generic, MonoBehaviour and ScriptableObject singleton bases provide shared-instance patterns and related attributes. |
| StateMachine V1 | Architecture and State | Runtime | Original linked-graph state machine supports triggers, transition arguments and recorded state history. |
| Unity Serialization Bases | Architecture and State | Runtime + Editor | UnityBehaviour and UnityObject select standard Unity bases or Odin serialized bases through a compile symbol. |
| Asset Navigator | Asset and Content Editors | Editor | Window navigates recently selected assets with history and search controls. |
| Asset and Prefab Icons | Asset and Content Editors | Editor | Custom icon generation, stores, project drawing and prefab preview caching synchronize asset visuals. |
| AssetGuidMapper | Asset and Content Editors | Editor | Indexes GUID references in Unity serialized files and maintains forward/reverse lookup data. |
| Editor Object Navigation | Asset and Content Editors | Editor | Context actions copy GameObject hierarchy paths and ping selected objects/assets. |
| Missing Reference Scanner | Asset and Content Editors | Editor | Scans Unity content for unresolved serialized references and missing scripts. |
| Multi-Asset ScriptableObject Editor | Asset and Content Editors | Editor | Edits multiple ScriptableObjects in a table with shared fields and resizable rows/columns. |
| Orphan Asset Scanner | Asset and Content Editors | Editor | Analyzes asset references and candidate roots to report potentially unreferenced assets. |
| Reference Tracker | Asset and Content Editors | Editor | Searches serialized object/asset references within selectable scopes and groups matching usages. |
| Scene UI Objects Tagger | Asset and Content Editors | Editor | Editor action tags eligible UI objects in the scene. |
| ScriptableObject Browser | Asset and Content Editors | Editor | Searches and browses ScriptableObject assets by type and other filters. |
| Spreadsheet Importer | Asset and Content Editors | Editor | Maps CSV columns to individual ScriptableObject assets or in-asset collections, including spreadsheet URL/Google access workflows. |
| UI Sprite Palette | Asset and Content Editors | Editor | Thumbnail palette and drag/drop handlers support browsing and applying UI sprite assets. |
| UI Texture Size Optimizer | Asset and Content Editors | Editor | Scans UI texture usage/layout, estimates useful imported sizes and previews/applies importer changes with report export. |
| Asset Provider and Loaders | Assets and Identity | Runtime + Editor | Loader assets unify hard references, Resources and optional Addressables behind load operations and async loading. |
| IdentifiedBehaviour | Assets and Identity | Runtime | Component base exposes generated identity and identity-change behavior. |
| ResourcePathReference | Assets and Identity | Runtime + Editor | Serializable Resources-path reference includes an Inspector drawer for asset selection. |
| Tags and Tag Filters | Assets and Identity | Runtime | Asset-defined tags, a taggable contract and filters model multiple custom classifications. |
| UniqueBehaviour and References | Assets and Identity | Runtime + Editor | Unique components, serialized references and object listings work with editor validation and a reference picker. |
| UniqueScriptableObject | Assets and Identity | Runtime + Editor | ScriptableObject base assigns identity to assets and participates in uniqueness tooling. |
| AsyncWait | Async and Startup | Runtime | Cancellation-aware waits for time, frames, conditions, coroutines, Tasks and Unity async operations, with coroutine and optional UniTask backends. |
| GameInitialization | Async and Startup | Runtime | Builds a game startup sequence from configurable initialization steps and a step listing. |
| Internet Connection Checks | Async and Startup | Runtime | Replaceable ScriptableObject connectivity checks using Unity reachability, HTTP or ping. |
| Maestro Graph Editor | Async and Startup | Editor | Authors initialization-step relationships using the reusable node editor. |
| Maestro Task Orchestration | Async and Startup | Runtime | Runs tasks with dependencies, timeout tracking and optional internet requirements. |
| Main Thread Actions | Async and Startup | Runtime | Action extension overloads enqueue callbacks through UnityHub for main-thread execution. |
| ThreadedRoutine | Async and Startup | Runtime | Runs IEnumerator work on a background thread and switches to Unity execution through explicit yield markers. |
| Audio Configs and Settings | Audio | Runtime | Asset-based clips/loaders and playback settings configure volume, pitch, looping, spatial behavior and fades. |
| Audio Groups | Audio | Runtime | Weighted config groups play randomly, sequentially, in a chain or simultaneously. |
| AudioHandler | Audio | Runtime | Owns an AudioSource with playback state, fade controls and play/finish/stop events; disposal returns it to the pool. |
| Bragi Audio Hub | Audio | Runtime | Spawns pooled AudioHandlers and plays configs/groups at a position or parent with several group playback modes. |
| Jukebox Playlists | Audio | Runtime | Sequential/random/reseeded playlists support looping, navigation, mute, pause and automatic continuation. |
| UIAudioTrigger | Audio | Runtime | Maps pointer, selection, drag, lifecycle and custom-string events to audio configs with optional parallel-play prevention. |
| Binding Accessor Code Generation | Binding and Scripting | Editor | Editor/build scanning generates member accessors and eligible typed direct plans, with reflection fallback for unsupported paths. |
| Binding Backends and Execution | Binding and Scripting | Runtime | Replaceable member/source backends and instance resolvers use cached execution plans and a shared update scheduler. |
| Binding Conditions and Recovery Policies | Binding and Scripting | Runtime | Per-binding conditions, conflict/write rules, fallbacks, null handling, missing-endpoint recovery and error policies control synchronization. |
| Binding Converters | Binding and Scripting | Runtime + Editor | Reusable converter assets bridge numeric/string/bool/null/enum values; eligible converters also support reverse conversion. |
| Binding Formatters | Binding and Scripting | Runtime | Composite string formatting combines multiple sources with optional culture settings and an extensible formatter registry. |
| Binding Inspector and Diagnostics | Binding and Scripting | Runtime + Editor | Member/type pickers, value previews, status indicators, extension slots and runtime counters support binding authoring and diagnosis. |
| Binding Profiles and Contexts | Binding and Scripting | Runtime + Editor | Reusable profile assets and named hierarchy contexts resolve model/view roots and support runtime overrides. |
| Expression Providers and Scopes | Binding and Scripting | Runtime | Dictionary/instance providers and relation-aware named scopes resolve expression variables across logical owners. |
| Fluent Reactive Bindings | Binding and Scripting | Runtime | Builder APIs configure component bindings with direction, formatting and control-specific options. |
| Generic Expression Engine | Binding and Scripting | Runtime | Parses, compiles, caches and evaluates numeric/boolean expressions with arithmetic, comparison, logical, assignment and function nodes. |
| MiniCSharp Interpreter | Binding and Scripting | Runtime | Executes a C#-like language with variables, functions, control flow, exceptions and reflection-based object/type interop. |
| MiniCSharp Type Access Policy | Binding and Scripting | Runtime | Type, name, namespace and assembly blacklist rules gate reflection interop; the interpreter also controls automatic AppDomain type resolution. |
| MiniCSharp Unity Hosting | Binding and Scripting | Runtime + Editor | A component forwards Unity callbacks to script functions; RuntimeScriptAsset stores source and caches compiled scripts. |
| Reactive Binding Lifetime | Binding and Scripting | Runtime | Disposable handles, anchors and update drivers provide suspend/resume, resync and automatic owner-lifecycle cleanup. |
| Reactive Bindings Debugger | Binding and Scripting | Editor | Editor window inspects registered live bindings and their diagnostic metadata. |
| Reactive Component Bindings | Binding and Scripting | Runtime | Observable-to-component bindings cover TMP text/input/dropdown, sliders, toggles, images, scrollbars, CanvasGroups and transforms. |
| ViewDataBinder | Binding and Scripting | Runtime + Editor | Inspector or runtime-authored member bindings synchronize one-way, reverse or two-way with selectable update timing. |
| ViewDataEventBinder | Binding and Scripting | Runtime + Editor | Polls source changes, evaluates AND/OR comparison clauses and invokes UnityEvents or public Task-returning methods. |
| ViewDataListBinder | Binding and Scripting | Runtime + Editor | Projects IEnumerable data into keyed prefab items with filtering, sorting, paging, pooling and optional ScrollRect virtualization. |
| AI Clipboard Pipeline | Code and Automation Editors | Editor | Classifies clipboard C# or patches, resolves target paths, applies changes and tracks history/undo with compile gates. |
| CSharp File Inventory | Code and Automation Editors | Editor | Editor menu lists project C# source files. |
| CSharp File Metrics | Code and Automation Editors | Editor | Tree view filters source files by size and comment-coverage metrics. |
| CSharp Files Aggregator | Code and Automation Editors | Editor | Selectable file/folder aggregation combines dependency expansion, transforms, diagnostics, persistence and clipboard/output formatting. |
| CSharp Implementation Stripper | Code and Automation Editors | Editor | Transforms source to reduce implementation bodies using configurable strip options and method-body modes. |
| CSharp Type Index | Code and Automation Editors | Editor | Roslyn scanners persist an index of declared types and their source paths with rebuild/settings actions. |
| Code Type Usage Analyzer | Code and Automation Editors | Editor | Scans source folders with text/regex analysis and reports declared-type usage per class and globally. |
| Code Weaver Utilities | Code and Automation Editors | Editor | Writes enum/constant listings and UI binding class files, with property/event mapping helpers. |
| Command Generator | Code and Automation Editors | Editor | Reflects public methods of a selected class and generates command wrappers, including eligible async methods. |
| Compilation Error Reports | Code and Automation Editors | Editor | Collects compiler errors into consolidated AI-friendly reports and records compilation outcome markers. |
| Config Name Constants Weaver | Code and Automation Editors | Editor | Generates names/constant listings from config assets through the shared weaving infrastructure. |
| Config-to-Enum Weaver | Code and Automation Editors | Editor | Generates enum mappings from configuration listings and runs configured weaving through editor/build hooks. |
| Copy Serialized Values | Code and Automation Editors | Editor | Editor window copies serialized values between compatible objects. |
| DLL API Documentation Exporter | Code and Automation Editors | Editor | Reflects compiled assemblies and exports API documentation. |
| Manual Code Control | Code and Automation Editors | Editor | Monitors external code changes and exposes explicit import, compilation and reload actions when Auto Refresh is disabled. |
| MonoBehaviour to ScriptableObject Converter | Code and Automation Editors | Editor | Generates ScriptableObject-oriented code from selected MonoBehaviour source and supports the conversion workflow. |
| Reference Transfer | Code and Automation Editors | Editor | Reusable mappings transfer object references and component values between source/target hierarchies. |
| Roslyn Installer | Code and Automation Editors | Editor | Installs/reconciles or removes the LegendaryTools-managed Roslyn dependency copy. |
| Scripts in Scene Analyzer | Code and Automation Editors | Editor | Reports scripts attached to scene objects and their usage. |
| Serialized Snapshot Library | Code and Automation Editors | Editor | Captures component/GameObject serialized state and object references, previews differences and reapplies stored snapshots. |
| Simple Code Aggregation | Code and Automation Editors | Editor | Folder-based editor utility concatenates source files into a single output. |
| Source Dependency Scanner | Code and Automation Editors | Editor | Roslyn-based analysis resolves type references and walks a filtered dependency graph to a configurable depth. |
| UI Component Field Generator | Code and Automation Editors | Editor | Generates component fields/binding code from a selected UI hierarchy. |
| AStar Pathfinding | Collections and Algorithms | Runtime | Generic A* search uses a supplied neighbor and heuristic contract. |
| Bictionary | Collections and Algorithms | Runtime | Maintains paired key-to-value and value-to-key dictionary lookups. |
| BinaryTree | Collections and Algorithms | Runtime | Two-child node structure with binary-tree operations. |
| CircularBuffer | Collections and Algorithms | Runtime | Keeps a bounded sequence in reusable circular storage. |
| Graphs V1 | Collections and Algorithms | Runtime | Linked and hierarchical graph structures represent connected nodes and graph nesting. |
| Graphs V2 | Collections and Algorithms | Runtime | Interface-based nodes and connections with a reusable graph implementation. |
| ManyToManyMap | Collections and Algorithms | Runtime | Stores relations where both sides can have multiple associations. |
| MappedList | Collections and Algorithms | Runtime | Combines ordered list access with a lookup map. |
| MovingAverage | Collections and Algorithms | Runtime | Calculates a rolling average of recent numeric samples. |
| MultiParentTree | Collections and Algorithms | Runtime | Hierarchy whose nodes may belong to multiple parents. |
| Nested Types | Collections and Algorithms | Runtime + Editor | ScriptableObject taxonomy with multiple parents, cached hierarchy queries and cycle checks. |
| OneToManyMap | Collections and Algorithms | Runtime | Stores one key associated with multiple values. |
| OneToOneMap | Collections and Algorithms | Runtime | Manages unique pairings between two sets of keys. |
| Priority Queues | Collections and Algorithms | Runtime | Provides priority-ordered queues, including the specialized queue used by AStar. |
| ScriptableObjectContainer | Collections and Algorithms | Runtime | Returns cloned data from a ScriptableObject container and sets the clone's parent reference. |
| SelfBalanceTree | Collections and Algorithms | Runtime | Self-balancing binary-search tree with rotation-based rebalancing. |
| SerializableDictionary | Collections and Algorithms | Runtime + Editor | Stores dictionary entries in a Unity-serializable form with a custom Inspector drawer. |
| SerializableType | Collections and Algorithms | Runtime + Editor | Persists CLR type references and supplies a filtered type picker. |
| SerializedDateTime | Collections and Algorithms | Runtime + Editor | Wraps DateTime for Unity serialization and Inspector date editing. |
| SerializedTimeSpan | Collections and Algorithms | Runtime + Editor | Wraps TimeSpan for Unity serialization and Inspector duration editing. |
| Tree V1 | Collections and Algorithms | Runtime | Branch-based tree structure in the original graph API. |
| Tree V2 | Collections and Algorithms | Runtime | Parent-child tree nodes expose a reusable hierarchy API. |
| Canonical Checkpoints and Codecs | Deterministic Computing | Runtime | Versioned binary readers/writers, field codecs and canonical collection bindings preserve logical state and validate data before import. |
| Deterministic BitSet | Deterministic Computing | Runtime | Indexed bit storage supports counting and finding active bits in both memory backends. |
| Deterministic Collection Snapshots | Deterministic Computing | Runtime | Bounded snapshot slots and leases capture/restore collections with full-copy or copy-on-write storage. |
| Deterministic Command Buffers | Deterministic Computing | Runtime | Producer partitions merge commands in a defined total order; the Native variant supplies job writers and dependency checks. |
| Deterministic Event Ledger | Deterministic Computing | Runtime | Tracks speculative events, retractions and once-only confirmed delivery. |
| Deterministic Graph Algorithms | Deterministic Computing | Runtime | Reachability, breadth/depth-first traversal, cycle detection, topological order and component analysis use explicit scratch/output storage. |
| Deterministic Graphs | Deterministic Computing | Runtime | Mutable Managed and Native graph storage uses stable graph handles and deterministic topology operations. |
| Deterministic Hash Collections | Deterministic Computing | Runtime | Dictionary and HashSet variants preserve insertion order with explicit deterministic equality/hash policies. |
| Deterministic Input History | Deterministic Computing | Runtime | Tracks immutable real inputs, predicted inputs and historical player participation by tick. |
| Deterministic LinkedList | Deterministic Computing | Runtime | Pool-backed linked nodes use generational handles and preserve their links in snapshots. |
| Deterministic MultiMap | Deterministic Computing | Runtime | Keys and each key's values retain insertion order through shared Managed/Native algorithms. |
| Deterministic Network Sessions | Deterministic Computing | Runtime | Coordinates inputs, commits, late join, reconnect and migration around the simulation runtime. |
| Deterministic Priority Queue | Deterministic Computing | Runtime | Minimum-priority queue preserves FIFO order for equal priorities and snapshots its ordering counter. |
| Deterministic Raft Coordination | Deterministic Computing | Runtime | Elections, replicated logs, snapshots and joint membership changes coordinate session consensus. |
| Deterministic Replay Archive | Deterministic Computing | Runtime | Stores real inputs, hashes and versioned checkpoints with restoration and seeking. |
| Deterministic Runtime Context | Deterministic Computing | Runtime | Selects an explicit backend and a compatible memory factory for host-side orchestration. |
| Deterministic Sequence Collections | Deterministic Computing | Runtime | Managed and Native arrays, cells, lists, queues, deques, stacks and ring buffers expose defined order and allocation policies. |
| Deterministic SlotMap | Deterministic Computing | Runtime | Generational handles identify pooled slots with defined reuse and snapshot behavior. |
| Deterministic Sorted Collections | Deterministic Computing | Runtime | SortedList uses ordered arrays; SortedDictionary and SortedSet use indexed AVL storage, with Managed and Native variants. |
| Deterministic SparseSet | Deterministic Computing | Runtime | Dense component storage uses explicit swap-removal and offers entity-ID ordering. |
| Deterministic Spatial Random | Deterministic Computing | Runtime | Samples fixed-point points inside or on circles, spheres, boxes, rectangles and triangles. |
| Deterministic State Registry | Deterministic Computing | Runtime | Registers state by stable IDs, freezes compatibility signatures and captures/restores canonical world checkpoints. |
| Deterministic Transport and Loopback Network | Deterministic Computing | Runtime | Datagram contracts and a loopback network simulate delivery, loss, duplication and delay. |
| Deterministic Weighted Selection | Deterministic Computing | Runtime | Builds fixed-point weight tables and chooses weighted indexes using FixedRandom. |
| Deterministic World History | Deterministic Computing | Runtime | Retains bounded world boundaries as full checkpoints, keyframes/deltas or shared canonical pages. |
| Fixed Vectors | Deterministic Computing | Runtime | Fixed64-based 2D/3D vectors provide geometry, normalization, interpolation and movement helpers. |
| Fixed-Point Deterministic Adapters | Deterministic Computing | Runtime | Fixed numeric policies, RNG state codecs and compatibility fingerprints integrate FixedPoint with deterministic containers/runtime. |
| Fixed-Point Network Codecs | Deterministic Computing | Runtime | Scalar and vector codecs support fixed-width, varint and range-based bit-packed payloads with compatibility profiles. |
| Fixed-Point Scalars | Deterministic Computing | Runtime | Signed and unsigned 32/64-bit fixed-point numbers share configurable precision, rounding, overflow and special-value policies. |
| Fixed-Point Unity Integration | Deterministic Computing | Runtime + Editor | Managed/Burst batch operations, Native random APIs, vector conversion and serialized vector wrappers bridge fixed-point code to Unity. |
| FixedMath | Deterministic Computing | Runtime | Deterministic fixed-point math exposes arithmetic helpers, roots, trigonometry and other functions with status-returning variants. |
| FixedRandom | Deterministic Computing | Runtime | Philox-based deterministic random streams expose ranges, chances, dice, sampling, shuffling and state capture/restore. |
| FixedRandom Network State | Deterministic Computing | Runtime | Encodes random state and negotiates algorithm, sampler and numeric compatibility descriptors. |
| Frozen Deterministic Graphs | Deterministic Computing | Runtime | Frozen graph variants and canonical bindings provide immutable graph topology for queries and transport. |
| Lockstep and Rollback Simulation | Deterministic Computing | Runtime | A tick runner advances lockstep or predicted simulation, restores checkpoints, resimulates and confirms progress. |
| Deterministic Source Generators | Developer Tooling | Developer Tool | Python scripts generate collection policies, codecs, Native wrappers, graph bindings, state adapters and hash vectors. |
| Fixed-Point Source Generators | Developer Tooling | Developer Tool | Python scripts generate scalar/vector/math/network/random/batch APIs and reference/replay corpora. |
| Tests and Validation Harnesses | Developer Tooling | Developer Tool | Unity tests, Managed/Burst comparison suites, player corpora, standalone executables and snapshot benchmarks exercise library behavior. |
| Define Symbols Editor | Editor Interface and Diagnostics | Editor | Editor window manages scripting define symbols by build target/configuration. |
| Domain Reload Analyzer | Editor Interface and Diagnostics | Editor | Captures reload logs/profiler markers, phase timelines and project findings with per-script/assembly attribution where available. |
| GUIStyle Browser | Editor Interface and Diagnostics | Editor | Browses and previews available GUIStyle definitions. |
| Hierarchy Decorator | Editor Interface and Diagnostics | Editor | Hierarchy drawers add configurable component icons, category/branch styling, breadcrumbs, toggles and tag/layer information. |
| Inspector Attributes and Drawers | Editor Interface and Diagnostics | Editor | Attributes and drawers add method buttons/order, inline editors, min/max ranges, multilevel enums and observable-value editing. |
| Play Mode from Scene Zero | Editor Interface and Diagnostics | Editor | Editor hook starts Play Mode from the first configured build scene. |
| PlayerPrefs Editor | Editor Interface and Diagnostics | Editor | Tools inspect and edit PlayerPrefs entries. |
| Renderer Audit | Editor Interface and Diagnostics | Editor | Scans scene renderers and groups resource/cost estimates around batching, instancing, shadows and transparency. |
| Rendering Performance Hub | Editor Interface and Diagnostics | Editor | Editor dashboard gathers rendering settings and diagnostics and exposes related configuration shortcuts. |
| Visual Graph Node Editor | Editor Interface and Diagnostics | Editor | Reusable graph editor provides node/edge models, canvas pan/grid/selection/resize, inspectors, clipboard, menus and toolbar extensions. |
| Actor Asset Loading | Gameplay and Attributes | Runtime | A type-to-loader configuration resolves actor prefabs and supports asynchronous body loading/preload setup. |
| Actor Lifecycle System | Gameplay and Attributes | Runtime | Plain C# actors possess/eject MonoBehaviour bodies, create/destroy GameObjects and register actors by type. |
| Attribute Definitions and Instances V2 | Gameplay and Attributes | Runtime + Editor | Typed integer/float/flag definitions and runtime instances support visibility, base values, clamping and fixed/dynamic limits. |
| Attribute Entities V1 | Gameplay and Attributes | Runtime | Entity configs/data, a manager and factory assemble runtime entities with V1 attributes. |
| Attribute Entities and Scopes V2 | Gameplay and Attributes | Runtime | Entity definitions/runtime entities own attributes and expose a scope tree plus expression variable providers. |
| Attribute Modifiers V2 | Gameplay and Attributes | Runtime | Coordinator/applier/session APIs support direct or reactive modifiers with sorting, stacking and missing-target policies. |
| Attribute System V1 | Gameplay and Attributes | Runtime + Editor | Original configurable attributes support types, conditions, modifier operators and propagation rules. |
| Cargo and Containers | Gameplay and Attributes | Runtime | Capacity-limited cargo groups inventory containers and transfers available quantities between cargos or inventories. |
| Configurable Actors | Gameplay and Attributes | Runtime | Typed actor/body pairs carry an ActorConfig asset into the runtime actor on possession. |
| Expression-Based Modifier Conditions | Gameplay and Attributes | Runtime | A generic-expression evaluator and compiled-expression cache determine modifier eligibility with entity scopes. |
| Inventory | Gameplay and Attributes | Runtime | Generic item-to-float-quantity storage supports addition, removal, lookup, transfer and change events. |
| Poolable Actors | Gameplay and Attributes | Runtime | Actor subclasses create and release Unity bodies through Pool. |
| ScriptableObjectInventory | Gameplay and Attributes | Runtime | Inventory wrapper exposes quantity-based storage through a ScriptableObject asset. |
| Camera Framing | Math and Extensions | Runtime | CameraUtil frames a GameObject or bounds for a chosen view. |
| Collection Extensions | Math and Extensions | Runtime | Helpers shuffle, swap, rotate, resize, query, clone and modify arrays/lists/sets. |
| Color and HSV Utilities | Math and Extensions | Runtime | Color interpolation helpers and an HSV value type support RGB/HSV manipulation. |
| CurveUtil | Math and Extensions | Runtime | Evaluates cubic spline interpolation between scalar control values. |
| Date and Time Extensions | Math and Extensions | Runtime | Formats TimeSpan values and checks whether DateTimes share a day. |
| Deep Clone and Equality | Math and Extensions | Runtime | Generic helpers perform deep cloning and deep comparison. |
| Dictionary Extensions | Math and Extensions | Runtime | Adds update-or-insert, key/value extraction and weighted random selection helpers. |
| Editor Asset Search Extensions | Math and Extensions | Editor | Finds nearby/config assets, searches by type/name and resolves script asset paths. |
| Enum and Flag Utilities | Math and Extensions | Runtime | Enum extensions and FlagUtil validate values and test/add/remove enum or numeric flags. |
| MathUtil | Math and Extensions | Runtime | Geometry intersections, random circle points and Fibonacci helpers supplement common math tasks. |
| MeshUtil | Math and Extensions | Runtime | Creates polygon/convex/hex meshes, welds vertices, orders points and simplifies shapes. |
| Numeric Extensions | Math and Extensions | Runtime | Adds range remapping, approximate comparison and compact float formatting. |
| PrintSaver Screenshots | Math and Extensions | Runtime | Component saves screenshots with generated identifiers and configured capture behavior. |
| Sorting Extensions | Math and Extensions | Runtime | Provides HeapSort and Timsort over lists with configurable comparers. |
| String Naming Extensions | Math and Extensions | Runtime | Converts camel-case names to constants and normalizes enum identifiers. |
| Task Extensions | Math and Extensions | Runtime | FireAndForget observes task failure handling through a small convenience extension. |
| Type and Reflection Extensions | Math and Extensions | Runtime | Caches/discovers CLR types and checks constructors, attributes, type families and Unity serializability. |
| Unity Extensions | Math and Extensions | Runtime | Component/UI, bounds, animation, snapping, gizmo, prefab/scene and dirty-state helpers extend Unity APIs. |
| Chronos Time Control Editor | Persistence and Time | Editor | Editor bridge/window inspect Chronos and control simulated time through the time-machine provider. |
| Chronos Time Providers | Persistence and Time | Runtime | Ordered fallback providers supply system time, TimeAPI.io, WorldTimeAPI or editor-controlled simulated time. |
| Chronos Time and Offline Progress | Persistence and Time | Runtime | Initializes and synchronizes UTC time, tracks trusted status and records elapsed time across close, pause and focus changes. |
| Chronos Trusted State and Policies | Persistence and Time | Runtime | Security/offline policies, signed persisted state and synchronization cooldowns govern time trust and tamper status. |
| FlatDataSerializer | Persistence and Time | Runtime | Flattens public members of nested objects/collections into typed paths and tables, then reconstructs them through configurable factories/converters. |
| GZip and Base64 Helpers | Persistence and Time | Runtime | Compression and Base64 utilities support persistence byte/string transformations. |
| Persistence | Persistence and Time | Runtime | Typed, ID-based data tables support set/get/remove, version metadata, callbacks and save/load operations with pluggable providers. |
| Persistence AES Encryption | Persistence and Time | Runtime | Replaceable AES encryption provider supplies the optional encryption stage in the persistence pipeline. |
| Persistence Disk Storage | Persistence and Time | Runtime | Storage abstraction and DiskStorage read/write a configured Unity file path. |
| Persistence Serialization Providers | Persistence and Time | Runtime | Provider assets select JSON, XML or binary serialization, with optional Odin/Nido implementations and Unity converters. |
| RSA Security Helpers | Persistence and Time | Runtime | RSA key import/export and typed, byte and file encryption/decryption helpers wrap the platform cryptography API. |
| Serialization Helpers | Persistence and Time | Runtime | Standalone XML/binary and optional Odin helpers serialize values and files. |
| UnityFilePath | Persistence and Time | Runtime | Builds file paths from Unity root locations, subfolders, filename and extension. |
| Ranged ScriptableObject Variables | ScriptableObject Architecture | Runtime | Number-variable assets add configured limits for int, float and double values. |
| ScriptableObject Events | ScriptableObject Architecture | Runtime + Editor | Event-channel assets broadcast without direct scene references, with zero to six typed parameters. |
| ScriptableObject References | ScriptableObject Architecture | Runtime + Editor | Typed wrappers select a local literal value or a variable asset. |
| ScriptableObject Sub-Assets | ScriptableObject Architecture | Runtime + Editor | SubAsset attributes, drawers and postprocessing manage nested ScriptableObject assets. |
| ScriptableObject Variable Listeners | ScriptableObject Architecture | Runtime | Generic and typed listener components forward variable changes into UnityEvents. |
| ScriptableObject Variable Persistence | ScriptableObject Architecture | Runtime | Provider assets persist variables through a replaceable abstraction with a PlayerPrefs implementation. |
| ScriptableObject Variables | ScriptableObject Architecture | Runtime + Editor | Typed variable assets expose mutable values, change events and lifetime scopes. |
| ScriptableObject Variants | ScriptableObject Architecture | Runtime + Editor | Base assets and property-path override sets resolve customized ScriptableObject values. |
| DynamicCube Voxel Meshing | Spatial and Geometry | Runtime | Builds voxel grids with internal-face culling, greedy quad merging, tiled UVs and optional mesh colliders. |
| Floating Origin | Spatial and Geometry | Runtime | Recenters a local Unity world around an anchor while preserving its global location. |
| Global Coordinates | Spatial and Geometry | Runtime | Integer global positions, vectors and bounds convert to Unity-local coordinates through a configurable world scale. |
| Hex Grid | Spatial and Geometry | Runtime | Hex and fractional coordinates, orientation, layout, map and map-view helpers. |
| Hierarchical Spatial Hash Grid | Spatial and Geometry | Runtime | Quantized sparse indexing separates static and dynamic entries and supports filtered spatial queries. |
| Octree | Spatial and Geometry | Runtime | Partitions three-dimensional space into a tree for spatial queries. |
| QuadTree | Spatial and Geometry | Runtime | Partitions two-dimensional space into a tree for spatial queries. |
| ScreenToWorldInfo | Spatial and Geometry | Runtime | Casts screen-space positions into 3D or 2D physics and exposes hit position and normal. |
| Spatial Hash Scene Integration | Spatial and Geometry | Runtime | Bodies, volumes and a system wrapper register scene bounds, stable IDs and dynamic updates. |
| CircularScrollView | UI and Navigation | Runtime | Repositions scrolling items in a loop and exposes selected-item changes. |
| DynamicScrollView | UI and Navigation | Runtime | Generic ScrollRect view creates/removes visible data items and supports refresh and scroll-to operations. |
| FieldSync | UI and Navigation | Runtime + Editor | Reflection-based field/property synchronization links an origin and destination in edit and play modes, with a custom Inspector. |
| GameObjectListing | UI and Navigation | Runtime | Generic data-to-prefab listing creates initialized views, filters data and removes generated items. |
| Popup Views and Controllers | UI and Navigation | Runtime | Popup bases, animated variants, typed arguments and background/transition policies integrate modal views with ScreenFlow. |
| Proximity UI | UI and Navigation | Runtime | Pairs proximity detection with UIFollowTransform views and UI-created/removed events. |
| Screen Views and Controllers | UI and Navigation | Runtime | Screen bases, generic/animated variants and view-controller contracts carry arguments and transition lifecycle behavior. |
| ScreenFlow Editor Setup | UI and Navigation | Editor | Editor actions create flow canvases/config assets and inspect screen-flow definitions. |
| ScreenFlow Navigation | UI and Navigation | Runtime + Editor | Config-driven screens and popup stacks use queued transitions, history, back behavior, scene entries and asset loading. |
| ScreenFlow UI Triggers and Back Rules | UI and Navigation | Runtime + Editor | Scene/UI triggers issue configured flow commands while screen rules determine back-navigation behavior. |
| ScrollRect Viewport Utilities | UI and Navigation | Runtime | Shared helpers calculate expanded viewport bounds and visible uniform-item ranges. |
| UI Drag and Drop | UI and Navigation | Runtime | UIDrag/UIDrop coordinate pointer drags, slot acceptance, snapping, ownership and invalid-drop behavior. |
| UIFollowTransform | UI and Navigation | Runtime | Projects a target transform into a configured canvas with camera and offset controls. |
| UIGradient | UI and Navigation | Runtime | Applies a four-corner bilinear color gradient through a UI mesh effect. |
| UILineConnector | UI and Navigation | Runtime | Creates dynamic Image-based lines between RectTransforms with thickness, order, optional lifetime and pooling. |
| UIPanel | UI and Navigation | Runtime | CanvasGroup wrapper controls alpha, interaction and raycasts, with optional selectable disabling. |
| UISafeArea | UI and Navigation | Runtime | Adjusts RectTransform anchors for device safe areas, screen changes and optional pixel offsets. |
| Filtered Debugger | Unity Runtime Helpers | Runtime | Type/category filtering configuration controls custom logging output and formatting. |
| FollowTransform | Unity Runtime Helpers | Runtime | Follows position/rotation with offsets, thresholds, smoothing and Update/LateUpdate selection. |
| LookAt | Unity Runtime Helpers | Runtime | Faces a target using selectable axes, axis constraints and optional reverse facing. |
| ProximityDetector | Unity Runtime Helpers | Runtime | Generic trigger-based detection tracks compatible nearby components and entry/exit behavior. |
| UnityHub | Unity Runtime Helpers | Runtime | Central dispatch exposes Unity loop/lifecycle callbacks and queued main-thread actions. |
| VisibilityDetector | Unity Runtime Helpers | Runtime | Renderer visibility callbacks expose visible state and change notifications. |
| Feature | Category | Kind | Summary |
|---|---|---|---|
| ObservableDictionary | Architecture and State | Runtime + Editor | Dictionary operations publish entry-change notifications and support Inspector editing. |
| ObservableList | Architecture and State | Runtime + Editor | List operations notify additions, updates, removals and clearing, including affected indexes. |
| Unity Serialization Bases | Architecture and State | Runtime + Editor | UnityBehaviour and UnityObject select standard Unity bases or Odin serialized bases through a compile symbol. |
| Asset Navigator | Asset and Content Editors | Editor | Window navigates recently selected assets with history and search controls. |
| Asset and Prefab Icons | Asset and Content Editors | Editor | Custom icon generation, stores, project drawing and prefab preview caching synchronize asset visuals. |
| AssetGuidMapper | Asset and Content Editors | Editor | Indexes GUID references in Unity serialized files and maintains forward/reverse lookup data. |
| Editor Object Navigation | Asset and Content Editors | Editor | Context actions copy GameObject hierarchy paths and ping selected objects/assets. |
| Missing Reference Scanner | Asset and Content Editors | Editor | Scans Unity content for unresolved serialized references and missing scripts. |
| Multi-Asset ScriptableObject Editor | Asset and Content Editors | Editor | Edits multiple ScriptableObjects in a table with shared fields and resizable rows/columns. |
| Orphan Asset Scanner | Asset and Content Editors | Editor | Analyzes asset references and candidate roots to report potentially unreferenced assets. |
| Reference Tracker | Asset and Content Editors | Editor | Searches serialized object/asset references within selectable scopes and groups matching usages. |
| Scene UI Objects Tagger | Asset and Content Editors | Editor | Editor action tags eligible UI objects in the scene. |
| ScriptableObject Browser | Asset and Content Editors | Editor | Searches and browses ScriptableObject assets by type and other filters. |
| Spreadsheet Importer | Asset and Content Editors | Editor | Maps CSV columns to individual ScriptableObject assets or in-asset collections, including spreadsheet URL/Google access workflows. |
| UI Sprite Palette | Asset and Content Editors | Editor | Thumbnail palette and drag/drop handlers support browsing and applying UI sprite assets. |
| UI Texture Size Optimizer | Asset and Content Editors | Editor | Scans UI texture usage/layout, estimates useful imported sizes and previews/applies importer changes with report export. |
| Asset Provider and Loaders | Assets and Identity | Runtime + Editor | Loader assets unify hard references, Resources and optional Addressables behind load operations and async loading. |
| ResourcePathReference | Assets and Identity | Runtime + Editor | Serializable Resources-path reference includes an Inspector drawer for asset selection. |
| UniqueBehaviour and References | Assets and Identity | Runtime + Editor | Unique components, serialized references and object listings work with editor validation and a reference picker. |
| UniqueScriptableObject | Assets and Identity | Runtime + Editor | ScriptableObject base assigns identity to assets and participates in uniqueness tooling. |
| Maestro Graph Editor | Async and Startup | Editor | Authors initialization-step relationships using the reusable node editor. |
| Binding Accessor Code Generation | Binding and Scripting | Editor | Editor/build scanning generates member accessors and eligible typed direct plans, with reflection fallback for unsupported paths. |
| Binding Converters | Binding and Scripting | Runtime + Editor | Reusable converter assets bridge numeric/string/bool/null/enum values; eligible converters also support reverse conversion. |
| Binding Inspector and Diagnostics | Binding and Scripting | Runtime + Editor | Member/type pickers, value previews, status indicators, extension slots and runtime counters support binding authoring and diagnosis. |
| Binding Profiles and Contexts | Binding and Scripting | Runtime + Editor | Reusable profile assets and named hierarchy contexts resolve model/view roots and support runtime overrides. |
| MiniCSharp Unity Hosting | Binding and Scripting | Runtime + Editor | A component forwards Unity callbacks to script functions; RuntimeScriptAsset stores source and caches compiled scripts. |
| Reactive Bindings Debugger | Binding and Scripting | Editor | Editor window inspects registered live bindings and their diagnostic metadata. |
| ViewDataBinder | Binding and Scripting | Runtime + Editor | Inspector or runtime-authored member bindings synchronize one-way, reverse or two-way with selectable update timing. |
| ViewDataEventBinder | Binding and Scripting | Runtime + Editor | Polls source changes, evaluates AND/OR comparison clauses and invokes UnityEvents or public Task-returning methods. |
| ViewDataListBinder | Binding and Scripting | Runtime + Editor | Projects IEnumerable data into keyed prefab items with filtering, sorting, paging, pooling and optional ScrollRect virtualization. |
| AI Clipboard Pipeline | Code and Automation Editors | Editor | Classifies clipboard C# or patches, resolves target paths, applies changes and tracks history/undo with compile gates. |
| CSharp File Inventory | Code and Automation Editors | Editor | Editor menu lists project C# source files. |
| CSharp File Metrics | Code and Automation Editors | Editor | Tree view filters source files by size and comment-coverage metrics. |
| CSharp Files Aggregator | Code and Automation Editors | Editor | Selectable file/folder aggregation combines dependency expansion, transforms, diagnostics, persistence and clipboard/output formatting. |
| CSharp Implementation Stripper | Code and Automation Editors | Editor | Transforms source to reduce implementation bodies using configurable strip options and method-body modes. |
| CSharp Type Index | Code and Automation Editors | Editor | Roslyn scanners persist an index of declared types and their source paths with rebuild/settings actions. |
| Code Type Usage Analyzer | Code and Automation Editors | Editor | Scans source folders with text/regex analysis and reports declared-type usage per class and globally. |
| Code Weaver Utilities | Code and Automation Editors | Editor | Writes enum/constant listings and UI binding class files, with property/event mapping helpers. |
| Command Generator | Code and Automation Editors | Editor | Reflects public methods of a selected class and generates command wrappers, including eligible async methods. |
| Compilation Error Reports | Code and Automation Editors | Editor | Collects compiler errors into consolidated AI-friendly reports and records compilation outcome markers. |
| Config Name Constants Weaver | Code and Automation Editors | Editor | Generates names/constant listings from config assets through the shared weaving infrastructure. |
| Config-to-Enum Weaver | Code and Automation Editors | Editor | Generates enum mappings from configuration listings and runs configured weaving through editor/build hooks. |
| Copy Serialized Values | Code and Automation Editors | Editor | Editor window copies serialized values between compatible objects. |
| DLL API Documentation Exporter | Code and Automation Editors | Editor | Reflects compiled assemblies and exports API documentation. |
| Manual Code Control | Code and Automation Editors | Editor | Monitors external code changes and exposes explicit import, compilation and reload actions when Auto Refresh is disabled. |
| MonoBehaviour to ScriptableObject Converter | Code and Automation Editors | Editor | Generates ScriptableObject-oriented code from selected MonoBehaviour source and supports the conversion workflow. |
| Reference Transfer | Code and Automation Editors | Editor | Reusable mappings transfer object references and component values between source/target hierarchies. |
| Roslyn Installer | Code and Automation Editors | Editor | Installs/reconciles or removes the LegendaryTools-managed Roslyn dependency copy. |
| Scripts in Scene Analyzer | Code and Automation Editors | Editor | Reports scripts attached to scene objects and their usage. |
| Serialized Snapshot Library | Code and Automation Editors | Editor | Captures component/GameObject serialized state and object references, previews differences and reapplies stored snapshots. |
| Simple Code Aggregation | Code and Automation Editors | Editor | Folder-based editor utility concatenates source files into a single output. |
| Source Dependency Scanner | Code and Automation Editors | Editor | Roslyn-based analysis resolves type references and walks a filtered dependency graph to a configurable depth. |
| UI Component Field Generator | Code and Automation Editors | Editor | Generates component fields/binding code from a selected UI hierarchy. |
| Nested Types | Collections and Algorithms | Runtime + Editor | ScriptableObject taxonomy with multiple parents, cached hierarchy queries and cycle checks. |
| SerializableDictionary | Collections and Algorithms | Runtime + Editor | Stores dictionary entries in a Unity-serializable form with a custom Inspector drawer. |
| SerializableType | Collections and Algorithms | Runtime + Editor | Persists CLR type references and supplies a filtered type picker. |
| SerializedDateTime | Collections and Algorithms | Runtime + Editor | Wraps DateTime for Unity serialization and Inspector date editing. |
| SerializedTimeSpan | Collections and Algorithms | Runtime + Editor | Wraps TimeSpan for Unity serialization and Inspector duration editing. |
| Fixed-Point Unity Integration | Deterministic Computing | Runtime + Editor | Managed/Burst batch operations, Native random APIs, vector conversion and serialized vector wrappers bridge fixed-point code to Unity. |
| Define Symbols Editor | Editor Interface and Diagnostics | Editor | Editor window manages scripting define symbols by build target/configuration. |
| Domain Reload Analyzer | Editor Interface and Diagnostics | Editor | Captures reload logs/profiler markers, phase timelines and project findings with per-script/assembly attribution where available. |
| GUIStyle Browser | Editor Interface and Diagnostics | Editor | Browses and previews available GUIStyle definitions. |
| Hierarchy Decorator | Editor Interface and Diagnostics | Editor | Hierarchy drawers add configurable component icons, category/branch styling, breadcrumbs, toggles and tag/layer information. |
| Inspector Attributes and Drawers | Editor Interface and Diagnostics | Editor | Attributes and drawers add method buttons/order, inline editors, min/max ranges, multilevel enums and observable-value editing. |
| Play Mode from Scene Zero | Editor Interface and Diagnostics | Editor | Editor hook starts Play Mode from the first configured build scene. |
| PlayerPrefs Editor | Editor Interface and Diagnostics | Editor | Tools inspect and edit PlayerPrefs entries. |
| Renderer Audit | Editor Interface and Diagnostics | Editor | Scans scene renderers and groups resource/cost estimates around batching, instancing, shadows and transparency. |
| Rendering Performance Hub | Editor Interface and Diagnostics | Editor | Editor dashboard gathers rendering settings and diagnostics and exposes related configuration shortcuts. |
| Visual Graph Node Editor | Editor Interface and Diagnostics | Editor | Reusable graph editor provides node/edge models, canvas pan/grid/selection/resize, inspectors, clipboard, menus and toolbar extensions. |
| Attribute Definitions and Instances V2 | Gameplay and Attributes | Runtime + Editor | Typed integer/float/flag definitions and runtime instances support visibility, base values, clamping and fixed/dynamic limits. |
| Attribute System V1 | Gameplay and Attributes | Runtime + Editor | Original configurable attributes support types, conditions, modifier operators and propagation rules. |
| Editor Asset Search Extensions | Math and Extensions | Editor | Finds nearby/config assets, searches by type/name and resolves script asset paths. |
| Chronos Time Control Editor | Persistence and Time | Editor | Editor bridge/window inspect Chronos and control simulated time through the time-machine provider. |
| ScriptableObject Events | ScriptableObject Architecture | Runtime + Editor | Event-channel assets broadcast without direct scene references, with zero to six typed parameters. |
| ScriptableObject References | ScriptableObject Architecture | Runtime + Editor | Typed wrappers select a local literal value or a variable asset. |
| ScriptableObject Sub-Assets | ScriptableObject Architecture | Runtime + Editor | SubAsset attributes, drawers and postprocessing manage nested ScriptableObject assets. |
| ScriptableObject Variables | ScriptableObject Architecture | Runtime + Editor | Typed variable assets expose mutable values, change events and lifetime scopes. |
| ScriptableObject Variants | ScriptableObject Architecture | Runtime + Editor | Base assets and property-path override sets resolve customized ScriptableObject values. |
| FieldSync | UI and Navigation | Runtime + Editor | Reflection-based field/property synchronization links an origin and destination in edit and play modes, with a custom Inspector. |
| ScreenFlow Editor Setup | UI and Navigation | Editor | Editor actions create flow canvases/config assets and inspect screen-flow definitions. |
| ScreenFlow Navigation | UI and Navigation | Runtime + Editor | Config-driven screens and popup stacks use queued transitions, history, back behavior, scene entries and asset loading. |
| ScreenFlow UI Triggers and Back Rules | UI and Navigation | Runtime + Editor | Scene/UI triggers issue configured flow commands while screen rules determine back-navigation behavior. |
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