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Unity plugin","maintainers":[{"name":"poleski","email":"soboleskijoe@gmail.com"}],"readme":"# CodeGraphy Unity\n\nAdds Unity project structure analysis to [CodeGraphy](https://marketplace.visualstudio.com/items?itemName=codegraphy.codegraphy).\n\n- Package: [`@codegraphy-dev/plugin-unity`](https://www.npmjs.com/package/@codegraphy-dev/plugin-unity)\n- Core API: [`@codegraphy-dev/plugin-api`](https://www.npmjs.com/package/@codegraphy-dev/plugin-api)\n- Extension API: [`@codegraphy-dev/extension-plugin-api`](https://www.npmjs.com/package/@codegraphy-dev/extension-plugin-api)\n\nThis package has two plugin entries. The Core entry analyzes Unity projects and\ndeclares Unity graph semantics. The Extension entry owns Unity Graph View\ncolors, shapes, and icons. The CLI loads only the Core entry.\n\n## Install\n\nThis package requires Node.js `^22.14.0 || >=23.6.0`. Node.js 20 is not supported.\n\nInstall `@codegraphy-dev/core` first if the `codegraphy` CLI is not already available.\n\n```bash\nnpm i -g @codegraphy-dev/plugin-unity\ncodegraphy plugins register @codegraphy-dev/plugin-unity\ncodegraphy plugins enable @codegraphy-dev/plugin-unity\ncodegraphy index\n```\n\n## Detection coverage\n\n- `.unity` scene files stay visible as file nodes and emit GameObject and Component Symbol Nodes.\n- `.prefab` files stay visible as file nodes and emit GameObject and Component Symbol Nodes.\n- MonoBehaviour components resolve their C# script names through Unity `.meta` GUID files when those files are present in the workspace.\n- Unity containment emits `contains` edges from the scene or prefab file node to GameObject, and from GameObject to Component.\n- MonoBehaviour script references emit `reference` edges to the resolved C# script file.\n- Unity asset references use the standard `reference` edge row for resolved scripts, prefab instances, and serialized asset fields.\n- Unity persistent calls use the standard `event` edge row for serialized scene and prefab event bindings to C# methods.\n- Unity file groups ship icon-backed defaults for scenes, prefabs, serialized assets, materials, assembly definitions, and input actions.\n- Unity generated folders and IDE/build artifacts are filtered by default, including `Library`, `Temp`, `Logs`, `ProjectSettings`, `UserSettings`, `.meta`, generated project files, and common build outputs.\n\nThe plugin does not depend on the Unity Editor. It reads Unity's text-serialized YAML and `.meta` files directly.\n\n## Graph Scope\n\nThe Unity plugin contributes a `Unity` Graph Scope group with these rows:\n\n- GameObject\n- Component\n\nThese rows start disabled and appear when the Unity plugin applies to the indexed workspace. Scenes and prefabs use their File Nodes without duplicate Unity-specific Symbol rows.\n\nTurning the Unity plugin off removes these Unity-specific rows, plugin default filters, plugin nodes, and Unity-sourced edges from the graph. Core C# analysis still runs for `.cs` files, including MonoBehaviour scripts, so normal C# symbols and relationships remain available without the Unity plugin.\n\nAn active Unity plugin contributes the Core `event` Edge row. Enable `Events` to inspect serialized callbacks such as `Button.onClick` or custom `UnityEvent` fields that invoke methods without a C# call site.\n\n## More\n\n- [Plugin guide](https://github.com/joesobo/CodeGraphyV4/blob/main/docs/PLUGINS.md)\n- [Repository](https://github.com/joesobo/CodeGraphyV4/tree/main/packages/plugin-unity)\n","readmeFilename":"README.md"}