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Features Editor Tools Unity Method Analyzer

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Unity Method Analyzer

Detect C# inheritance issues and Unity lifecycle errors across your entire codebase.

The Unity Method Analyzer scans your project's C# files and identifies common mistakes in method overrides, Unity lifecycle methods, and inheritance patterns—before they cause runtime bugs. Use it during development to catch silent failures, missing base calls, and signature mismatches.


Table of Contents


Overview

Unity Method Analyzer window showing detected issues

The Unity Method Analyzer provides:

  • Static code analysis without needing Roslyn or external tools
  • Parallel scanning of thousands of files in seconds
  • Issue categorization by severity and type
  • One-click navigation to problematic code
  • Export capabilities for CI/CD integration or team review
  • Flexible filtering to focus on what matters

Common issues detected:

Issue Type Example
Missing override keyword Hiding base method instead of overriding
Wrong method signature OnCollisionEnter(Collider c) instead of OnCollisionEnter(Collision c)
Shadowed lifecycle methods Both base and derived class have private void Start()
Return type mismatches void Start() vs IEnumerator Start() in inheritance chain
Static lifecycle methods static void Awake() won't be called by Unity

Getting Started

Opening the Analyzer

Menu: Tools > Wallstop Studios > Unity Helpers > Unity Method Analyzer

Opening the Unity Method Analyzer from the menu

Your First Scan

  1. Open the analyzer from the menu
  2. Add source directories — By default, scans from the project root
  3. Click "Analyze Code" — Wait for the progress bar to complete
  4. Review results — Issues appear grouped by file, severity, or category

Running your first analysis scan


What It Detects

Issue Categories

The analyzer groups issues into three categories:

Unity Lifecycle Issues

Problems with Unity's magic methods (Start, Update, OnCollisionEnter, etc.):

// ❌ WRONG: Unexpected parameters - Unity won't call this
void Update(float deltaTime)  // Update takes no parameters
{
    Move(deltaTime);
}

// ✅ CORRECT: Proper signature
void Update()
{
    Move(Time.deltaTime);
}
// ❌ WRONG: Static lifecycle method - Unity won't call it
static void Awake()
{
    Initialize();
}

// ✅ CORRECT: Instance method
void Awake()
{
    Initialize();
}
// ⚠️ SHADOWING: Both base and derived have private Start()
public class BaseEnemy : MonoBehaviour
{
    private void Start() { BaseInit(); }  // Called for BaseEnemy instances
}

public class Boss : BaseEnemy
{
    private void Start() { BossInit(); }  // Only this is called for Boss instances
}

// ✅ BETTER: Use virtual/override pattern
public class BaseEnemy : MonoBehaviour
{
    protected virtual void Start() { BaseInit(); }
}

public class Boss : BaseEnemy
{
    protected override void Start()
    {
        base.Start();  // Calls BaseInit()
        BossInit();
    }
}

Unity Inheritance Issues

Problems when extending Unity base classes:

public class GameManager : MonoBehaviour
{
    // ❌ WRONG: Using 'new' hides the base method
    public new void Awake()
    {
        Initialize();
    }

    // ✅ CORRECT: Use virtual/override pattern if base is virtual
    // Or just declare normally for MonoBehaviour lifecycle
    private void Awake()
    {
        Initialize();
    }
}

General Inheritance Issues

Problems in your own class hierarchies:

public class BaseEnemy : MonoBehaviour
{
    public virtual void TakeDamage(int amount) { }
}

public class Boss : BaseEnemy
{
    // ❌ WRONG: Missing 'override' keyword - hides base method
    public void TakeDamage(int amount)
    {
        // This won't be called polymorphically!
    }

    // ✅ CORRECT: Properly override
    public override void TakeDamage(int amount)
    {
        base.TakeDamage(amount);
        // Boss-specific logic
    }
}

Severity Levels

Severity Description Example
Critical Will cause runtime failures or silent bugs Missing override hiding virtual method
High Likely unintended behavior Wrong Unity lifecycle signature
Medium Potential issues worth reviewing Suspicious method hiding
Low Style or minor concerns Non-standard access modifiers
Info Informational notes Detected patterns for review

Using the Analyzer

Managing Source Directories

Configure which directories to scan:

Managing source directories in the analyzer

  • Click "+" to add a new directory
  • Click "..." to browse for a different path
  • Click "-" to remove a directory
  • Red paths indicate directories that don't exist

Tip: Add only relevant directories (e.g., Assets/Scripts) to speed up analysis.

Understanding the Results Tree

The results are displayed in a hierarchical tree view:

Results tree showing issues grouped by file

  • Expand/collapse groups with the arrow
  • Single-click an issue to see details in the panel below
  • Double-click to open the file at the exact line number
  • Right-click for context menu options

Issue Detail Panel

When you select an issue, the detail panel shows:

Issue detail panel with full information

  • File path and line number
  • Class and method names
  • Issue type and severity
  • Detailed description of the problem
  • Recommended fix with specific guidance
  • Base class information when relevant

Filtering Results

Group By Options

Organize results by:

  • File — Group issues by source file (default)
  • Severity — Group by Critical/High/Medium/Low/Info
  • Category — Group by Unity Lifecycle/Unity Inheritance/General

Switching between grouping modes

Severity Filter

Focus on specific severity levels:

Filtering by severity level

Category Filter

Focus on specific issue categories:

  • All — Show everything
  • Unity Lifecycle — Only lifecycle method issues
  • Unity Inheritance — Only Unity class inheritance issues
  • General Inheritance — Only custom class inheritance issues

Search Filter

Free-text search across all issue fields:

Using the search filter

Search matches against:

  • File paths
  • Class names
  • Method names
  • Issue descriptions

Exporting Reports

Export Menu

Click "Export ▾" to access export options:

Export menu dropdown

Copy Options

  • Copy Selected as JSON — Copy the selected issue
  • Copy Selected as Markdown — Copy the selected issue as readable text
  • Copy All as JSON — Copy all filtered issues
  • Copy All as Markdown — Copy all filtered issues as readable text

Save Options

  • Save as JSON... — Export to a JSON file for CI/CD integration
  • Save as Markdown... — Export to a Markdown file for documentation or review

JSON Export Format

{
  "analysisDate": "2024-01-15T10:30:00Z",
  "totalIssues": 12,
  "issues": [
    {
      "filePath": "Assets/Scripts/Player/PlayerController.cs",
      "className": "PlayerController",
      "methodName": "OnCollisionEnter",
      "issueType": "Unity Lifecycle Signature Mismatch",
      "description": "Method 'OnCollisionEnter' has wrong parameter type",
      "severity": "High",
      "recommendedFix": "Change parameter from 'Collider' to 'Collision'",
      "lineNumber": 42,
      "category": "UnityLifecycle"
    }
  ]
}

Markdown Export Format

# Unity Method Analyzer Report

Generated: 2024-01-15 10:30:00
Total Issues: 12

## Critical (2)

### PlayerController.cs:42

**Class:** PlayerController  
**Method:** OnCollisionEnter  
**Issue:** Unity Lifecycle Signature Mismatch  
**Fix:** Change parameter from 'Collider' to 'Collision'

Suppressing Warnings

For test code or intentional patterns, use [SuppressAnalyzer]:

using WallstopStudios.UnityHelpers.Tests.Core;

// Suppress entire class
[SuppressAnalyzer("Test fixture for analyzer validation")]
public class TestClassWithIntentionalIssues : BaseClass
{
    public void HiddenMethod() { }  // Won't trigger warning
}

// Or suppress specific methods
public class TestClass : BaseClass
{
    [SuppressAnalyzer("Testing method hiding detection")]
    public new void VirtualMethod() { }  // Won't trigger warning
}

Note: [SuppressAnalyzer] is only available in test assemblies. Production code should fix issues rather than suppress them.


Best Practices

When to Run

  • Before committing — Catch issues early
  • During code review — Export reports for team review
  • In CI/CD — Use JSON export for automated checks
  • After refactoring — Verify inheritance chains remain correct

Recommended Workflow

  1. Run full scan on your Assets/Scripts folder
  2. Filter by Critical/High severity first
  3. Fix issues starting with Critical
  4. Re-scan to verify fixes
  5. Export report for documentation

Performance Tips

  • Scan specific directories rather than the entire project
  • Use filters to focus on relevant issues
  • Close other editor windows during large scans
  • Exclude generated code directories

Integrating with CI/CD

Export JSON reports and parse them in your build pipeline:

# Example: Fail build if critical issues exist
unity -batchmode -projectPath . -executeMethod AnalyzerRunner.RunAndExport
cat analyzer-report.json | jq '.issues | map(select(.severity == "Critical")) | length'

Summary

Feature Description
Menu Location Tools > Wallstop Studios > Unity Helpers > Unity Method Analyzer
Issue Categories Unity Lifecycle, Unity Inheritance, General Inheritance
Severity Levels Critical, High, Medium, Low, Info
Export Formats JSON, Markdown
Suppression [SuppressAnalyzer] attribute (test assemblies only)

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