$ show SolarianZ/UnityPlayableGraphMonitorTool
This repository contains a Unity Editor tool for monitoring and visualizing PlayableGraphs in real-time. The tool displays the topology of PlayableGraphs showing nodes and connections, allows inspection of node details (playable properties, clip information, etc.), and provides UI controls for layout, refresh rate, and visibility options. It implements a modular architecture with separate concerns for the main window, graph view, node representations, object pooling, and utility functions. The tool supports various Playable node types with specific visualizations and handles edge cases like circular references in PlayableGraphs.
The LLM identified 5 files worth highlighting for reuse:
Provides utility functions for color calculations, value wrapping, and string formatting. Includes algorithms for generating distinct node colors, wrapping values to [0,1] range, and converting durations to strings. Demonstrates skill in creating reusable, framework-independent utility functions with careful attention to edge cases (like preventing wrapping 1 to 0).
Implements a generic searchable popup window content that can work with any type. Handles search filtering, keyboard navigation, item selection, and dynamic sizing. Shows expertise in creating reusable UI components with proper event handling, virtualized lists for performance, and clean separation of concerns between data presentation and UI logic.
Generic object pooling implementation for reducing garbage collection in Unity Editor. Manages active and dormant node states, efficiently reusing UI elements instead of instantiating/destroying them. Demonstrates skill in creating type-safe, reusable pooling patterns that work with Unity's GraphView system while minimizing allocations.
Generic object pooling implementation specifically for PlayableOutput nodes. Follows the same pattern as PlayableNodePool but specialized for PlayableOutputNode types. Shows consistent application of pooling principles across different node types in the graph visualization system.
Object pooling implementation for graph edges in the PlayableGraph visualization. Efficiently manages edge creation and reuse to minimize garbage collection during frequent graph updates. Demonstrates understanding of performance-critical systems in Unity Editor where edge properties (like colors) need frequent updates.