https://github.com/florianmehnert/3dconnections
Unity package trying to visualize Unity projects using a new sene in 3d
https://github.com/florianmehnert/3dconnections
dependencies nodegraph physics-simulation unity
Last synced: about 2 months ago
JSON representation
Unity package trying to visualize Unity projects using a new sene in 3d
- Host: GitHub
- URL: https://github.com/florianmehnert/3dconnections
- Owner: FlorianMehnert
- License: gpl-3.0
- Created: 2024-11-21T09:44:16.000Z (over 1 year ago)
- Default Branch: main
- Last Pushed: 2025-09-21T22:33:38.000Z (9 months ago)
- Last Synced: 2025-09-22T00:16:04.268Z (9 months ago)
- Topics: dependencies, nodegraph, physics-simulation, unity
- Language: C#
- Homepage:
- Size: 30 MB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 8
-
Metadata Files:
- Readme: README.md
- Changelog: Changelog.md
- License: LICENSE
Awesome Lists containing this project
README
# 
This is a Unity Extension used to primarily visualize and analyze scenes in Unity.
# Installation
- in the unity package manager, add this package via git: https://github.com/FlorianMehnert/3DConnections.git
- when extension is installed go to `Tools/3DConnections/` and execute the following:
- Copy and Add Overlay Scene
- Add OverlayScene Layer
- In a scene you want to analyze open the context menu (right click) in the Hierarchy: `3DConnections/Add Entrypoint`
- You might also want to change the render pipeline in `Edit/Project Settings` under Graphics to the Universal Render Pipeline Asset (not 2D) for bloom
## GUIBuilder
- execute all Button GUI Methods to ensure proper placement of UI Elements
## ClassParser & ClassReferences
- see SceneConnections
## SceneHandler
- mainly to add another Scene which is loaded in Addivite mode (overlaying the existing scenes)
## NodeBuilder
- Handle the creation and composition of the nodes later used to display dependencies
# How to register new settings
This is an easier way to test settings I just throw together. Also this is only supposed to be used in manager scripts and similar components.
- say you have this field `private bool _showFPS;` you can register the setting using
```csharp
[RegisterModularSetting("Show FPS", "Show the current fps (F3)", "Debug", false)]
private bool _showFPS;
```
- then also inherit from `ModularSettingsUser` instead of `MonoBehaviour`
- somewhere later e.g. `Awake()` you need to call the following:
```csharp
RegisterModularSettings();
```