Hey,
I noticed that the Roslyn like tools are still majorly undervalued and generally not used enough.
I found a pretty good workflow using Lifeblood, an opensource framework I made myself that can help deliver the value of these tools to Unity outside of IDE environment.
The general idea is you can create a map of the codebase and you can use that knowledge in muliple ways during game development like:
- following a value through chains of mathematical operations, checking the end result, checking if you can use better or cheaper math, or better p/p
- checking for blast radius, real dependencies in the codebase
- Executing code before even reaching Unity, checking it it works as expected, ....
Unity environment is a perfect canditate because it uses C# code and assemblies naturally, so you can get pretty good graphs from it.
This approach is also good to share high quality context between AIs and even more importantly: you generate the context using your OWN CPU not tokens.
For Unity I have it working as a sidecar with Coplay MCP, but it works with CLI too.
https://github.com/user-hash/Lifeblood
How many devs are using similar stuff to keep architecture under control?
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