Thanks for considering contributing! Read the guidelines below before you submit an issue or create a PR.
The project structure is split between several branches
- develop: This is the primary development branch which all PRs should be made to. All releases are generated from this onto orphaned side-branches that contain only the library contents.
- releases/stable: This branch is orphaned and contains only the package contents for Nodey. This is updated in sync with tagged releases on develop and each commit that changes these contents should result in the version in package.json being changed.
This structure allows for ease of development and quick testing via develop, but clear isolation and separation between the package distribution via releases/stable.
Pull requests should be made to the develop branch. The types of pull requests that are highly desirable are generally:
- Bug fixes
- Feature improvements addressing issues discussed on the GitHub repository. This allows for wider discussion of those issues prior to any implementation and has the potential to help filter features or changes that are undesirable before time is spent working on them.
For any issues or pull requests regarding performance improvements, at minimum please include details and screenshots describing the issue in as much detail as possible and if relevant showing a before and after profile. Better yet, if you can provide a reproducible example that can be used to demonstrate the issue it will be much more likely that the issue is addressed quickly.
- Mark closed types as sealed to enable proper devirtualization (see here for more info).
- Avoid LINQ usage for runtime usage except where absolutely possible (
ToList
orToArray
for example) and avoid usingForEach
. Using these methods creates easily avoidable garbage (in newer versions of Unity >= 5.6 this is situational to the Collection or if its being used via an interface, but easy to avoid edge cases by not using at all). Editor usage is another story as performance is not as generally important and non-usage of these can be relaxed.
There is an .editorconfig
at the root of the repository that can be used by most IDEs to help ensure these settings are automatically applied.
- Indentation: 1 tab = 4 spaces (tab character)
- Desired width: 120-130 characters max per line
- Line Endings: Unix (LF), with a new-line at the end of each file.
- White Space: Trim empty whitespace from the ends of lines.
Object Name | Notation | Example |
---|---|---|
Namespaces | PascalCase | JCMG.Genesis.Editor |
Classes | PascalCase | SemVersion |
Methods | PascalCase | ParseVersion |
Method arguments | camelCase | oldValue |
Properties | PascalCase | Value |
Public fields | camelCase | value |
Private fields | _camelCase | _value |
Constants | All Upper Caps with Snake case | DEFAULT_VERSION |
Inline variables | camelCase | value |
- Follow good encapsulation principles and try to limit exposing fields directly as public; unless necessary everything should be marked as private/protected unless necessary. Where public access to a field is needed, use a public property instead.
- Always order access from most-accessible to least (i.e,
public
toprivate
). - Where classes or methods are not intended for use by a user, mark these as
internal
. - Order class structure like so:
- Namespace
- Internal classes
- Properties
- Fields
- Events
- Unity Methods
- Primary Methods
- Helper Methods
- Namespace
- Lines of code that are generally longer than 120-130 characters should generally be broken out into multiple lines. For example, instead of:
public bool SomeMethodWithManyParams(int param1, float param2, List<int> param3, out int param4, out int param5)...
do
public bool SomeMethodWithManyParams(
int param1,
float param2,
List<int> param3,
out int param4,
out int param5)...
using System;
using UnityEngine;
namespace Example
{
public class Foo : MonoBehavior
{
public int SomeValue { get { return _someValue; } }
[SerializeField]
private int _someValue;
private const string WARNING = "Somethings wrong!";
private void Update()
{
// Do work
Debug.Log(Warning);
}
}
}