Results 230 comments of Matt Ellis

Good news and bad news. The good news is that Unity have confirmed that `transform` is always not null - the 5.2 docs were in error. The bad news is...

Given the amount of annotations we have right now, it doesn't really matter. Do you have anything planned? If you're thinking of adding a couple, then it will be fine...

Good question. Yes, it's valid, but only inside a directory named after the assembly. So `UnityEngine.xml` is valid, and so is `UnityEngine/AnythingAtAll.xml`.

The main pitfalls with `[CanBeNull]` and `[NotNull]` are really the interaction with the custom equality operator. It's worth creating some non-Unity test code with two objects, one that implements custom...

> Ok, cool. Does it make sense to split annotations into files corresponding to each class? > > ``` > - UnityEngine.CoreModule > |- UnityEngine.Object.xml > |- UnityEngine.Component.xml > |-...

I'm not sure, tbh. We can [provide annotations programmatically](https://github.com/JetBrains/resharper-unity/blob/net202/resharper/resharper-unity/src/CSharp/Psi/CodeAnnotations/CustomCodeAnnotationProvider.cs), for situations where we can't annotate via external annotations, such as a field marked with Unity's `[Range]` attribute, we can programmatically...

Yeah, I think moving to a separate class should be a separate refactoring step.

Nice one - very useful info! Is there any indication of a fix being worked on?

Nice change! Perhaps a question for @AlexPl292 - should this logic be part of `chooseSelectionMode` rather than outside it? We have a couple of callers for `chooseSelectionMode` - should they...