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Feature Browser

Gustavo edited this page Oct 11, 2026 · 1 revision

Feature Browser

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.

Full catalog · Home

All Features

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.

Editor Features

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.

Original Obsidian Base Definition

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