Various Unity Helpers. Includes many deterministic, seedable random number generators.
Platform | Compatible |
---|---|
Unity 2021 | Likely, but untested |
Unity 2022 | ✓ |
Unity 2023 | ✓ |
Unity 6 | ✓ |
URP | ✓ |
HDRP | ✓ |
- Open Unity Package Manager
- (Optional) Enable Pre-release packages to get the latest, cutting-edge builds
- Open the Advanced Package Settings
- Add an entry for a new "Scoped Registry"
- Name:
NPM
- URL:
https://registry.npmjs.org
- Scope(s):
com.wallstop-studios.unity-helpers
- Name:
- Resolve the latest
com.wallstop-studios.unity-helpers
Grab a copy of this repo (either git clone
or download a zip of the source) and copy the contents to your project's Assets
folder.
Check out the latest Releases to grab the Unity Package and import to your project.
- Random Number Generators
- Spatial Trees
- Protobuf, Binary, and JSON formatting
- A resizable CyclicBuffer
- Simple single-threaded thread pool
- A LayeredImage for use with Unity's UI Toolkit
- Geometry Helpers
- Child/Parent/Sibling Attributes to automatically get components
- ReadOnly attribute to disable editing of serialized properties in the inspector
- An extensive collection of helpers
- Simple math functions including a generic Range
- Common buffers to reduce allocations
- A RuntimeSingleton implementation for automatic creation/accessing of singletons
- String helpers, like converting to PascalCase, like Unity does for variable names in the inspector
- A randomizable PerlinNoise implementation
- And more!
Are you tired of constantly writing GetComponent() all over the place? Waste time no more!
public sealed class MyCoolScript : MonoBehaviour
{
[SiblingComponent] // If it doesn't exist, will log an error
private SpriteRenderer _spriteRenderer;
[SiblingComponent(optional = true)] // Ok if it doesn't exist, no errors logged
private BoxCollider2D _boxCollider;
[ParentComponent] // Similar to GetComponentInParent<AIController>(includeInactive: true)
private AIController _parentAIController;
// Only include components in parents, Unity by default includes sibling components in the GetComponentsInParent call
[ParentComponent(onlyAncestors = true)]
private Transform [] _allParentTransforms; // Works with arrays!
[ParentComponent(includeInactive = false)] // Don't include inactive components
private List<PolygonCollider2> _parentColliders; // Works with lists!
[ChildComponent(onlyDescendents = true)] // Similar to GetComponentInChildren<EdgeCollider2D>(includeInactive: true)
private EdgeCollider2D _childEdgeCollider;
private void Awake()
{
/*
Make sure this is called somewhere, usually in Awake, OnEnable, or Start - wherever this is called,
values will be injected into the annotated fields and errors will be logged
*/
this.AssignRelationalComponents();
}
}
This package implements several high quality, seedable, and serializable random number generators. The best one (currently) is the PCG Random. This has been hidden behind the PRNG.Instance
class, which is thread-safe. As the package evolves, the exact implementation of this may change.
All of these implement a custom IRandom interface with a significantly richer suite of methods than the standard .Net and Unity randoms offer.
To use:
IRandom random = PRNG.Instance;
random.NextFloat(); // Something between 0.0f and 1.0f
random.NextDouble(); // Something between 0.0d and 1.0d
random.Next(); // Something between 0 and int.MaxValue
random.NextUint(); // Something between 0 and uint.MaxValue
int [] values = {1, 2, 3};
random.NextOf(values); // 1, 2, or 3
random.NextOf(Enumerable.Range(0, 3)); // 1, 2, or 3
HashSet<int> setValues = new() {1, 2, 3};
random.NextOf(setValues); // 1, 2, or 3
random.NextGuid(); // A valid UUIDv4
random.NextGaussian(); // A value sampled from a gaussian curve around mean=0, stdDev=1 (configurable via parameters)
random.NextEnum<T>(); // A randomly selected enum of type T
int width = 100;
int height = 100;
random.NextNoiseMap(width, height); // A configurable noise map generated using random octave offsets
- PCG
- DotNet (uses the currently implemented .Net Random)
- RomoDuo
- SplitMix64
- Squirrel
- System (uses a port of the Windows .Net Random)
- Unity (uses Unity's random under the hood)
- Wy
- XorShift
- XorShiro
Random | NextBool | Next | NextUInt | NextFloat | NextDouble | NextUint - Range | NextInt - Range |
---|---|---|---|---|---|---|---|
PcgRandom | 34,260,478 | 34,303,866 | 35,148,246 | 24,818,438 | 30,034,632 | 22,436,474 | 20,801,797 |
SystemRandom | 28,698,806 | 30,040,782 | 20,435,092 | 24,079,399 | 27,284,147 | 20,735,769 | 19,861,780 |
SquirrelRandom | 33,285,784 | 33,439,909 | 34,611,893 | 23,885,731 | 28,958,725 | 21,520,279 | 20,311,372 |
XorShiftRandom | 34,695,989 | 35,147,320 | 35,997,718 | 25,248,238 | 31,582,991 | 22,679,928 | 21,255,319 |
DotNetRandom | 18,097,489 | 18,191,042 | 18,783,063 | 14,061,444 | 15,730,439 | 13,284,050 | 12,596,913 |
WyRandom | 28,490,852 | 29,086,052 | 29,724,907 | 20,252,065 | 24,542,201 | 18,474,790 | 17,404,641 |
SplitMix64 | 34,301,843 | 34,343,404 | 35,512,284 | 24,289,416 | 30,586,231 | 22,470,330 | 20,850,965 |
RomuDuo | 32,969,889 | 33,413,212 | 34,339,227 | 23,755,059 | 29,483,136 | 21,671,641 | 20,253,479 |
XorShiroRandom | 31,529,025 | 31,717,709 | 32,536,277 | 22,421,715 | 27,619,417 | 20,843,993 | 19,270,063 |
UnityRandom | 24,925,268 | 24,830,594 | 26,429,283 | 17,864,528 | 21,206,384 | 16,376,626 | 15,528,972 |
LinearCongruentialGenerator | 35,013,818 | 35,025,182 | 35,843,533 | 25,093,401 | 31,553,487 | 22,579,798 | 21,211,175 |
There are three implemented 2D immutable spatial trees that can store generic objects, as long as there is some resolution function that can convert them into Vector2 spatial positions.
- QuadTree (easiest to use)
- KDTree
- RTree
Spatial trees, after construction, allow for O(log(n)) spatial query time instead of O(n). They are extremely useful if you need repeated spatial queries, or if you have relatively static spatial data.
GameObject [] spatialStorage = { myCoolGameObject };
QuadTree<GameObject> quadTree = new(spatialStorage, go => go.transform.position);
// Might return your object, might not
GameObject [] inBounds = quadTree.GetElementsInBounds(new Bounds(0, 0, 100, 100));
// Uses a "good-enough" nearest-neighbor approximately for cheap neighbors
List<GameObject> nearestNeighbors = new();
quadTree.GetApproximateNearestNeighbors(myCoolGameObject.transform.position, 1, nearestNeighbors);
Assert.AreEqual(1, nearestNeighbors.Count);
Assert.AreEqual(myCoolGameObject, nearestNeighbors[0]);
All spatial trees expect the positional data to be immutable. It is very important that the positions do not change. If they do, you will need to reconstruct the tree.