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── 99250 repos indexed ── | filtered by tag: #unity3d
KyryloKuzyk/PrimeTween ★ 1982 82 APPLICATION

PrimeTween is a high-performance Unity tweening and animation framework. In production it animates Transform positions/rotations/scales, UI Toolkit elements, materials, AudioSource properties, cameras, custom values, and supports shake effects, delays, cycles, and sequences. Its core design eliminates per-tween garbage allocation: the static Tween API uses struct-based handles and non-allocating OnComplete callbacks, while TweenSettings<T> structs are serializable so animations can be configured in the Unity Inspector. The library also includes an async/coroutine bridge and a DOTween-compatible adapter enabled via compiler define, making it both a drop-in replacement and a migration path from the established DOTween ecosystem. The repository is architecturally a Unity package plus a dedicated benchmark sub-project that uses Unity.PerformanceTesting to compare PrimeTween again DOTween, LeanTween, MagicTween, UnityTweens, and UI Toolkit.

RATING: 9.2/10 MAINT: active DRIFT: low
â–¸ 4 reusable components found

This repository is a complete multiplayer co-op game sample called 'Boss Room', built by Unity Technologies to demonstrate best practices for using Unity Netcode for GameObjects (NGO). It implements a server-authoritative action RPG where up to 8 players cooperate to defeat a boss in a dungeon. The architecture is modular and state-driven: a connection state machine (Offline, ClientConnecting, Hosting, etc.) manages network lifecycle, while game flow states (MainMenu, CharSelect, BossRoom, PostGame) control scene transitions and gameplay logic. The core gameplay revolves around a ScriptableObject-based action system where abilities (melee, projectiles, buffs, stealth, etc.) are defined as data assets and executed via server-side action players with client-side anticipation for latency masking. The project integrates Unity Gaming Services for authentication, session management, and relay, and uses VContainer for dependency injection. Key entry points include ApplicationController (DI setup), ConnectionManager (network state machine), and GameStateBehaviour subclasses. Data flows involve client input sent via RPCs, server-side processing with NetworkVariables for state sync, and a typed NetworkedMessageChannel for decoupled event broadcasting. External dependencies include Unity Netcode, Unity Transport, Unity Gaming Services, VContainer, Cinemachine, and URP.

RATING: 8.4/10 MAINT: active DRIFT: low
â–¸ 4 reusable components found
BepInEx/BepInEx ★ 8853 925 APPLICATION

BepInEx is a plugin/modding framework for Unity (Mono and IL2CPP) and .NET games (XNA, FNA, MonoGame). It injects itself into a game process via Doorstop, runs a preloader that patches game assemblies, and then loads user-authored plugins through a chainloader. The framework provides a comprehensive infrastructure: thread-safe configuration (TOML-based), structured logging (console, disk, Unity log), assembly patching API, native detour abstraction (Dobby/Funchook), and interop generation for IL2CPP games (via Cpp2IL and Il2CppInterop). It supports Windows, Linux, and macOS (with limitations), and handles multiple Unity runtime variants and .NET Framework/Core. The architecture is modular: core libraries (`BepInEx.Core`, `BepInEx.Preloader.Core`) provide the base plugin contract, configuration, logging, and assembly scanning; runtime-specific projects (`BepInEx.Unity.Mono`, `BepInEx.Unity.IL2CPP`, `BepInEx.NET.*`) implement the platform-specific startup, patching, and integration. External dependencies include HarmonyX for runtime method patching, MonoMod for assembly manipulation, and SemanticVersioning for dependency resolution. While many components are tightly coupled to the game-modding domain, several subsystems—logging, configuration, topological sorting, native detours—are well-abstracted and potentially reusable in other C# host applications. The codebase shows signs of long-term evolution (deprecated methods, duplicated `KeyboardShortcut` classes, static singletons) but remains actively maintained with recent commits and responsive issue triage.

RATING: 8.2/10 MAINT: active DRIFT: medium
â–¸ 6 reusable components found
freezy/VisualPinball.Engine ★ 510 73 APPLICATION

VisualPinball.Engine is a comprehensive pinball simulation engine and Unity package for authoring and playing virtual pinball tables. It provides a complete pipeline for importing Visual Pinball (.vpx) files, generating 3D meshes and physics colliders for every playfield element (bumpers, flippers, ramps, rubbers, targets, etc.), and running a Burst-compiled physics simulation with collision detection, flipper mechanics, nudge, and game logic wiring (switches, coils, lamps). The codebase is structured as a Unity package with extensive editor tooling (inspectors, manager windows, asset browser, packaging system) and a runtime player. It is not a standalone application but a library/framework that integrates deeply with Unity's editor and runtime. The architecture is modular, with clear separation of concerns: data classes with BiffAttribute-based binary serialization, mesh generators, collider generators, API interfaces for game logic, and a packaging system for distributing tables as .vpe files. The code demonstrates high craftsmanship in physics simulation, mesh tessellation, and binary format handling, though some legacy components and editor coupling exist.

RATING: 8.2/10 MAINT: active DRIFT: low
â–¸ 5 reusable components found
arimger/Unity-Editor-Toolbox ★ 1973 147 APPLICATION

This repository is a comprehensive Unity Editor extension framework that enhances the inspector, hierarchy, project, toolbar, and scene view windows through custom attributes, drawers, and serialization types. It provides a modular, settings-driven system where features like custom property drawers (regular and toolbox), conditional visibility, decorators, reorderable lists, inline editors, and reference pickers are toggled via a ScriptableObject asset. The architecture is IMGUI-based and overwrites the default custom editor for all UnityEngine.Objects, meaning it cannot easily coexist with other inspector plugins. The codebase demonstrates high craftsmanship in its drawer hierarchy, value extraction and comparison helpers, caching mechanisms, and scoped state management patterns. However, it relies heavily on reflection to access Unity internal APIs and uses numerous version-specific conditionals, which introduces maintenance risk with Unity updates. The included examples and tests provide a solid demonstration of the framework's capabilities.

RATING: 8.0/10 MAINT: maintained DRIFT: medium
â–¸ 6 reusable components found
mister91jiao/BundleMaster ★ 297 59 APPLICATION

BundleMaster is a Unity asset management system for handling AssetBundles with synchronous/asynchronous loading, reference counting, and hot-update capabilities. The architecture consists of core runtime components (BundleMasterRuntime/), platform-specific adapters (WebGL, Nintendo Switch), editor tools for configuration and building, and utility systems for threading and cryptography. Key entry points include AssetComponent.Load()/LoadAsync() for asset loading, AssetComponent.Initialize() for bundle setup, and AssetComponent.Update() for maintenance. The system manages asset lifecycles through reference counting and periodic unloading pools, supports encrypted/obfuscated asset bundles, and provides editor workflows for building asset bundles with version tracking.

RATING: 8.0/10 MAINT: active DRIFT: low
â–¸ 3 reusable components found
wy-luke/All-Chinese-Character-Set ★ 1946 215 DATA_RESEARCH

This repository provides curated Chinese character sets (3500 common, 7000 common, and a comprehensive set) combined with symbols (Latin letters, digits, punctuation, full-width variants). The data is sourced from official Chinese character frequency lists and community-maintained character tables. The repository includes simple Node.js scripts for building the final text files from source files, merging new characters, and removing duplicates. The primary use case is generating character sets for Unity TextMeshPro font creation, but the data can be used in any application requiring a comprehensive Chinese character inventory. The codebase is minimal and well-documented in AGENTS.md, with clear instructions for editing source files and regenerating outputs. The repository is actively maintained with no open issues and a recent commit.

RATING: 7.8/10 REPRO: 8.0/10 MAINT: active DRIFT: low
â–¸ 2 reusable components found
LogicalError/realtime-CSG-for-unity ★ 1010 112 APPLICATION

RealtimeCSG is a real-time constructive solid geometry (CSG) level design tool for Unity. It operates exclusively as an Editor extension, providing non-destructive boolean operations on brushes (box, sphere, cylinder, stairs, free-draw) with immediate visual feedback in the Scene view. The architecture is manager-driven: `InternalCSGModelManager` orchestrates hierarchy updates, mesh generation, and caching, while a native C++ DLL handles performance-critical CSG calculations. The tool offers multiple edit modes (Generate, Edit, Clip, Place, Surface) each with custom scene tools, handles, and inspector GUIs. It supports material assignment, UV editing, export to FBX or Unity prefab, and includes a full half-edge mesh representation (`ControlMesh`) for local mesh editing (vertex/edge/polygon). The codebase heavily relies on Unity Editor APIs, reflection to access internal Unity systems, and conditionals for cross-version compatibility. It is a production-grade, feature-rich tool used in game development workflows, though the closed-source native core and editor-only architecture limit runtime usage and cross-platform deployment.

RATING: 7.5/10 MAINT: active DRIFT: medium
â–¸ 4 reusable components found
AirtestProject/Airtest ★ 9602 1454 APPLICATION

Airtest is a cross-platform UI automation testing framework developed by NetEase, primarily targeting mobile games and apps. It provides a unified Python API and CLI for automating interactions on Android, iOS, Windows, and Linux devices. The core mechanism is image recognition using computer vision algorithms (template matching, keypoint matching with SIFT/KAZE/BRISK, etc.) to locate UI elements, combined with device-specific input simulation via ADB, minitouch, WebDriverAgent, and pywinauto. The framework supports complex gestures, multi-touch, screen recording, and HTML report generation with step logs and screenshots. Architecturally, Airtest is a library with a CLI entry point (`airtest run/report/info`). It uses a device abstraction layer with platform-specific implementations (Android, IOS, Windows, Linux) that share a common API through `airtest.core.api`. The image matching is handled by the `aircv` subpackage, which offers multiple matching strategies configurable via `CVSTRATEGY`. The Android module employs a proxy pattern for screen capture (Minicap, Javacap, ADB) and touch input (Minitouch, Maxtouch, ADB), allowing runtime switching. The framework also integrates with the Poco UI hierarchy inspection tool and supports cloud device testing. While the primary focus is application testing, the repository includes a small benchmark directory that compares the performance of various image matching algorithms, producing metrics like CPU, memory, and keypoint counts. This is a minor component and does not shift the overall classification away from application. The codebase is well-structured with clear separation of concerns, but shows signs of technical debt such as Python 2 compatibility shims, pinned outdated dependencies (opencv-contrib-python ≤ 4.6.0.66, numpy < 2.0), and bundled precompiled binaries (minitouch, minicap, iproxy) that require periodic updates. The project is actively maintained with frequent commits and community engagement, but test coverage is limited due to reliance on real devices.

RATING: 7.3/10 MAINT: active DRIFT: medium
â–¸ 4 reusable components found
MlgmXyysd/Il2CppMemoryDumper ★ 205 33 APPLICATION

Il2CppMemoryDumper is a shell script designed to extract Il2Cpp metadata and native libraries from the memory of a running Android process. It operates by scanning the target process's memory maps for regions associated with libil2cpp.so, global-metadata.dat, and split-config APKs, then dumps these regions to files after verifying their content via magic number checks. The script includes logic to merge adjacent memory regions for ELF files and handle anonymous .bss sections, outputting files with naming conventions based on memory offsets. It is intended for use in a rooted Android shell environment and relies solely on standard Linux utilities (awk, bc, dd, grep, etc.) without external dependencies.

RATING: 7.2/10 MAINT: active DRIFT: low
jukibom/FlyDangerous ★ 300 29 APPLICATION

FlyDangerous is a Unity-based space flight game featuring multiple game modes such as time trial, free roam, and multiplayer. The game includes a variety of ships (like the Puffin and Calidris) and procedurally generated tracks with different themes. It integrates Steamworks for online leaderboards and multiplayer, and uses the Mirror networking library for multiplayer functionality. The project also incorporates custom UI elements and supports haptic feedback via Bhaptics. The architecture follows a modular structure with separate concerns for core game systems, gameplay mechanics, user interface, and networking. Key systems include a custom input processor suite, a flexible UI framework (FdUI), and an abstraction layer for online services that allows swapping between different backend implementations (e.g., Steam). The game leverages Unity's new Input System and includes various visual and audio enhancements. While the codebase demonstrates solid engineering practices in certain areas—such as the online services abstraction and custom UI controls—it shows signs of technical drift due to bundled dependencies and potential use of outdated third-party libraries. The repository appears to be stale, with no recent commits evident from the provided data, and a high number of open issues suggesting possible maintenance challenges.

RATING: 7.1/10 MAINT: stale DRIFT: medium
â–¸ 2 reusable components found
0xFA11/MultiplayerNetworkingResources ★ 8671 539 APPLICATION

This repository is a static website hosted on GitHub Pages that curates resources for multiplayer game networking. It provides a comprehensive list of articles, videos, libraries, and tools related to game netcode, including topics like latency compensation, deterministic simulation, and various networking libraries. The site is built using Jekyll, with the content primarily in the README.md file. The repository also includes a trivial C program that prints a description of the project. While the repository is classified as an application (a static web site), it also functions as a curated data resource. The content is regularly updated, as evidenced by the inclusion of upcoming events (e.g., Bali 2025, Orlando 2025) in the README.md, indicating active maintenance. However, the codebase itself lacks reusable components, consisting mainly of configuration files and trivial code.

RATING: 6.6/10 MAINT: maintained DRIFT: low
przemyslawzaworski/Unity3D-CG-programming ★ 1981 237 APPLICATION

This repository is an extensive collection of over 500 standalone shader examples, compute shader implementations, and supporting C# scripts for Unity, authored by Przemysław Zaworski. It covers a wide breadth of real‑time graphics techniques including raymarching, procedural texture generation, vertex/tessellation/geometry shaders, compute‑based physics, image post‑processing (bloom, HDR, SSAO), fluid simulation, grid‑based simulations (Voronoi, Marching Cubes), and advanced rendering like DirectX Raytracing path tracing. The codebase is primarily educational and demonstrative; each file typically implements a single effect or technique in a self‑contained manner, often with references to original Shadertoy sources, ReShade conversions, or published papers. While many examples are functional and well‑structured, others include incomplete fixes or stale comments, and overall the repository serves as a large reference library rather than a production application. The quality is average—many components are boileplate‑heavy ports—but several pieces, such as the Marching Cubes compute shader with indirect draw, the multipass fluid simulation, and the volume rendering tools, exhibit solid craftsmanship and are extractable for reuse.

RATING: 6.6/10 MAINT: maintained DRIFT: medium
â–¸ 3 reusable components found
wudixiaop/ShaderlabVS ★ 987 187 APPLICATION

ShaderlabVS is a Visual Studio Extension (VSIX) designed to enhance the development experience for Unity Shaderlab, CG, and HLSL files within the Visual Studio IDE. It provides core editor features including syntax highlighting, code completion, outlining, quick info tooltips, and signature help. The architecture is divided into a core extension project (`ShaderlabVS`) that integrates with the Visual Studio Editor API, a data library (`ShaderlabVS.Data`) that manages keyword and function definitions via a custom `.def` file format, and build tools (`ShaderlabVS.LexTools`) that generate lexer tables using `gplex.exe`. Despite the functionality, the project is effectively stale and superseded. The README explicitly states that ShaderlabVS has been upgraded to "Omni Shader Tools for Unity," which features a completely rewritten parser. The codebase targets Visual Studio 2013, 2015, and 2017, relying on .NET Framework 4.5 and older VSSDK APIs. This makes it incompatible with modern Visual Studio versions (2019/2022) without significant refactoring. While the code demonstrates solid engineering practices for its time (MEF usage, separation of data/logic, unit tests), it is no longer the recommended solution for Unity shader development in Visual Studio. The repository contains a custom lexer generator and a robust data parsing system that could serve as a reference for building language services, but the extension itself is legacy. Users seeking similar functionality should migrate to the Omni Shader Tools project mentioned in the README.

RATING: 5.2/10 MAINT: stale DRIFT: high
â–¸ 3 reusable components found
StefanoCecere/awesome-opensource-unity ★ 2197 174 APPLICATION

This repository is an 'awesome list' – a curated directory of open-source resources for Unity game development. It categorizes hundreds of links to projects, packages, assets, tools, and educational materials, spanning categories such as 2D, AI, networking, UI, shaders, and more. The primary function is to serve as a reference index, not as an executable application or data pipeline. It contains no code beyond configuration files and a README. The list is actively maintained (last updated in August 2025) and follows standard contribution guidelines. It is a valuable discovery tool but offers no reusable software components or unique data engineering patterns.

RATING: 3.7/10 MAINT: maintained DRIFT: low
baba-s/awesome-unity-open-source-on-github ★ 4473 498 APPLICATION

This repository is a curated list of open-source Unity projects and tools, organized by categories such as shaders, editor extensions, UI components, scripts, mobile plugins, and more. It contains no source code itself; it serves as a directory of links to external repositories. The list is comprehensive and well-organized, making it a valuable resource for Unity developers seeking reusable components, learning materials, and inspiration. However, as a list, it does not demonstrate any code craftsmanship, architecture, or reusability of its own.

RATING: 0.2/10 MAINT: maintained DRIFT: low
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