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chore: Update GitHub issue templates for the project (#11)
* feat: Add issue templates * Update ISSUE-TEMPLATE * docs: add refactor request issue template
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---
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name: Bug report
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about: "Report a bug or unexpected behavior in a C# adapter / bridge library"
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title: 'bug: [Short description]'
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labels: bug
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assignees: ''
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---
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### 🐛 Problem Description
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Provide a clear description of the issue. Include:
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- Library name and version (NuGet package, project, or local reference)
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- Library type / context: Core bridge / Engine integration / Runtime only / Editor only
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- Engine name & version (e.g., Unity 2021.3.45f1, Godot 4.3)
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- Type of issue: compile-time / runtime / unexpected behavior
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- Short code snippet showing the context (optional, but helpful)
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---
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### 📝 Steps to Reproduce
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Provide a minimal, self-contained example:
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```csharp
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// Minimal reproducible example
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using MyLibrary;
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class Program
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{
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static void Main()
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{
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var obj = new Foo();
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obj.Bar(null); // Example of problematic call
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}
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}
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````
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1. Which **class** and **method** did you call? What **parameters** did you pass?
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2. Engine-specific context: Editor mode / Play mode / Target platform / Scripting backend
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3. Operating system and .NET runtime version (e.g., Windows 11, .NET 8.0)
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4. How did you **install** and **reference** the library? (NuGet, version number, local reference, etc.)
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5. If applicable, include steps to reproduce in the Editor (scene setup, prefab configuration, etc.)
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---
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### ✅ Expected Result
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Describe what the correct behavior should be.
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Example:
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* Method `Bar` should return a non-null string.
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* No exception should be thrown.
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---
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### 📄 Actual Result / Logs
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Include any errors, stack traces, or console output:
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```text
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System.NullReferenceException: Object reference not set to an instance of an object.
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at MyLibrary.Foo.Bar(String input) in Foo.cs:line 42
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```
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* Attach Editor log / Player log if available.
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* Include screenshots of errors in Editor if relevant.
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---
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### ⚙ Additional Information
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* Does the issue occur in Update / FixedUpdate / Coroutine / Async callback?
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* Is the library used in a multi-threaded environment?
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* Are there other libraries that might conflict?
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* Does the issue appear on specific hardware or OS versions?
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* Any workarounds tried?
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---
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name: Feature request
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about: "Suggest a new feature or improvement for the C# adapter / bridge library"
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title: 'feat: [Brief description of the feature]'
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labels: enhancement
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assignees: ''
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---
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### 🔗 Is your feature request related to a specific issue?
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Please briefly describe the origin of this feature request. For example:
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- The library is missing [specific feature], which causes [specific problem]
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- You want to make certain scenarios easier by achieving [desired effect]
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---
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### 💡 Feature Description
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Explain in detail the feature you want to add or improve, including:
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- Expected outcome or effect
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- Specific implementation ideas, such as classes, methods, parameters, or API design
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- Usage scenarios or benefits
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- Engine-specific context: Editor mode / Play mode / Target platform / Scripting backend
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- Engine name & version (e.g., Unity 2023.1.2f1, Godot 4.3)
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Example:
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- Add `Foo.BarAsync()` method to allow asynchronous processing without blocking the main thread
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- The goal is to improve performance and support multi-threaded or coroutine-based environments
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---
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### ⚖ Alternatives Considered
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List other approaches you tried or considered, and explain why they are not ideal or feasible.
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Example:
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- Tried using an extension method `FooExtensions` for async, but encountered state management issues
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- Existing approach only supports single-threaded scenarios and does not meet the requirements
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---
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### 📝 Additional Information
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Provide any extra background, design sketches, or code snippets to help developers better understand your idea.
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- If it involves other game engines, you can attach editor screenshots, diagrams, or example scenes
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- Include example usage, pseudocode, or small scripts attached to GameObjects if relevant
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---
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name: Refactor request
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about: Suggest improvements to the project's code structure or design
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title: 'refactor: [Brief description of the refactoring]'
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labels: refactor
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assignees: ''
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---
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### 🧐 Why is this refactoring necessary?
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Describe the reason for this refactoring, such as:
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- Improving code readability, maintainability, or performance of the C# adapter/bridge library.
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- Reducing technical debt or complexity.
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- Adhering to new design principles or best practices for the library.
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- Addressing a recurring issue or pattern identified from bug reports.
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---
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### 💡 Proposed Refactoring
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Explain in detail the proposed changes to the C# adapter/bridge library, including:
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- A high-level overview of the proposed refactoring.
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- Specific classes, methods, or components to be refactored (e.g., `MyLibrary.Core.Bridge`, `Foo.Bar()`).
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- The expected outcome or benefit (e.g., better performance, easier to test, improved API design).
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- Engine-specific context: Editor mode / Play mode / Target platform / Scripting backend.
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---
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### ⚖ Alternatives Considered
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List any other approaches or refactoring strategies you considered and explain why the proposed one is the best fit for the C# adapter/bridge library.
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Example:
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- Tried a different memory management approach, but it introduced more overhead.
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- Existing single-threaded implementation does not scale well in multi-threaded environments.
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---
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### 📝 Additional Information
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Provide any extra context, design sketches, or code snippets that would help explain the refactoring idea. This could include before-and-after examples or diagrams specific to the C# adapter/bridge library.
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- Include example usage, pseudocode, or small scripts.
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- Attach screenshots or diagrams if the refactoring involves editor integration or specific game engine scenarios.

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