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## Description
Toned down the self-congratulatory tone throughout the repo
## Related Issue
<!-- Link to the issue this PR addresses -->
Fixes #
## Type of Change
<!-- Check all that apply -->
- [ ] Bug fix (non-breaking change that fixes an issue)
- [ ] New feature (non-breaking change that adds functionality)
- [ ] Breaking change (fix or feature that would cause existing
functionality to change)
- [x] Documentation update
- [ ] Refactor (code change that neither fixes a bug nor adds a feature)
## Checklist
<!-- Ensure all items are completed before requesting review -->
- [ ] I have added tests that prove my fix is effective or my feature
works
- [x] I have updated the documentation accordingly
- [ ] I have updated the [CHANGELOG](../CHANGELOG.md)
- [x] My changes do not introduce breaking changes, or breaking changes
are documented
---------
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
**Reduce time spent on boilerplate and focus more on features.**
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Unity Helpers eliminates entire categories of repetitive work with production-ready utilities that are 10-100x faster than writing it yourself. From auto-wiring components to blazing-fast spatial queries, this is the toolkit that pays for itself in the first hour.
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Unity Helpers provides production-ready utilities designed to improve development speed. Key performance highlights: 10-15x faster random generation than Unity.Random (see benchmarks), O(log n) spatial queries, and declarative inspector attributes to reduce custom editor code.
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@@ -54,9 +54,9 @@ Unity Helpers eliminates entire categories of repetitive work with production-re
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**What makes this different:**
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- 🎨 **Professional inspector tooling**- Grouping, buttons, conditional display, toggle grids (consider as an Odin alternative) — [Migration Guide](./docs/guides/odin-migration-guide.md)
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- ⚡ **10-15x faster** random generation than Unity.Random
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- 🔌 **Zero boilerplate** component wiring with attributes
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- 🎨 **Inspector tooling**— Grouping, buttons, conditional display, toggle grids. Covers common use cases similar to Odin Inspector; for advanced scenarios, see the [feature comparison](./docs/guides/odin-migration-guide.md)
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- ⚡ **10-15x faster** random generation than Unity.Random in benchmarks (see performance docs for details)
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- 🔌 **Reduced boilerplate** component wiring with attributes
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- 🎮 **Designer-friendly** effects system (buffs/debuffs as ScriptableObjects)
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- 🌳 **O(log n)** spatial queries instead of O(n) loops
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- 🛠️ **20+ editor tools** that automate sprite/animation workflows
@@ -90,29 +90,27 @@ Unity Helpers eliminates entire categories of repetitive work with production-re
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**Pick your starting point based on your biggest pain point:**
|**[Predictive Targeting](./docs/features/utilities/helper-utilities.md#predictive-aiming)**| Perfect ballistics for turrets/missiles in one call | 2-3 hours per shooting system|
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|**[Coroutine Jitter](./docs/features/utilities/math-and-extensions.md#unity-extensions)**| Prevents 100 enemies polling on same frame | Eliminates frame spikes |
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|**[IL-Emitted Reflection](./docs/features/utilities/reflection-helpers.md)**| 100x faster than System.Reflection, IL2CPP safe | Critical for serialization/modding |
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|**[SmartDestroy()](./docs/features/utilities/helper-utilities.md#smart-destruction)**| Editor/runtime safe destruction (no scene corruption) | Prevents countless debugging hours|
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|**[Convex/Concave Hulls](./docs/features/spatial/hulls.md)**| Generate territory borders from point clouds | 4-6 hours per hull algorithm|
|**[Predictive Targeting](./docs/features/utilities/helper-utilities.md#predictive-aiming)**| Perfect ballistics for turrets/missiles in one call | Simplifies implementation |
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|**[Coroutine Jitter](./docs/features/utilities/math-and-extensions.md#unity-extensions)**| Prevents 100 enemies polling on same frame | Reduces frame spikes|
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|**[IL-Emitted Reflection](./docs/features/utilities/reflection-helpers.md)**|10-100x faster than System.Reflection (varies by operation), IL2CPP safe | Improves serialization performance|
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|**[SmartDestroy()](./docs/features/utilities/helper-utilities.md#smart-destruction)**| Editor/runtime safe destruction (no scene corruption) | Works across editor/runtime |
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|**[Convex/Concave Hulls](./docs/features/spatial/hulls.md)**| Generate territory borders from point clouds | Avoids manual hull calculation|
**The Reality:** You're spending 30-40% of your time writing the same GetComponent boilerplate, spatial query loops, and save/load plumbing over and over. Unity Helpers gives you that time back.
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Common Unity development patterns like GetComponent calls, spatial queries, and serialization often involve repetitive code. Unity Helpers provides utilities for these patterns.
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**Built for Real Projects:**
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- ✅ **Production-tested** in shipped commercial games
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- ✅ **8,000+ automated tests** catch edge cases before you hit them
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- ✅ **Zero dependencies**- drop it in any project
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- ✅ **Zero external dependencies**— protobuf-net is bundled for binary serialization
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- ✅ **IL2CPP/WebGL ready** with optimized SINGLE_THREADED paths
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- ✅ **MIT Licensed** - use freely in commercial projects
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@@ -1257,14 +1247,14 @@ Unity Helpers is built with performance as a top priority:
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**Random Number Generation:**
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- 10-15x faster than Unity.Random (655-885M ops/sec vs 65-85M ops/sec)
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-Benchmarks show 10-15x faster generation than Unity.Random. Results vary by generator and operation; see performance documentation for details.
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- Zero GC pressure with thread-local instances
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-[📊 Full Random Performance Benchmarks](./docs/performance/random-performance.md)
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**Spatial Queries:**
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- O(log n) tree queries vs O(n) linear search
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-100-1000x faster for large datasets
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-Significant speedup for large datasets due to O(log n) complexity
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- QuadTree2D: 10,000 objects = ~13 checks vs 10,000 checks
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