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CONTRIBUTING.md

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Contributing

We are keen for developers to contribute to open source projects to keep them great!

Whilst every effort is made to provide features that will assist a wide range of development cases, it is inevitable that we will not cater for all situations.

Therefore, if you feel that your custom solution is generic and would assist other developers then we would love to review your contribution.

There are however, a few guidelines that we need contributors to follow so that we can have a chance of keeping on top things.

Getting Started

  • Make sure you have a GitHub account.
  • Create a new issue on the GitHub repository, providing one does not already exist.
  • Clearly describe the issue including steps to reproduce when it is a bug (fill out the issue template).
  • Make sure you fill in the earliest version that you know has the issue.
  • Fork the repository on GitHub.

Making Changes

  • Create a topic branch from where you want to base your work.
  • If you're fixing a bug then target the master branch.
  • If you're creating a new feature then target the next release branch. The current next release branch is 3.3.0-alpha.
  • Name your branch with the type of issue you are fixing; feat, chore, docs.
  • Please avoid working directly on your master branch.
  • Make sure you set the Asset Serialization mode in Unity->Edit->Project Settings->Editor to Force Text.
  • Make commits of logical units.
  • Make sure your commit messages are in the proper format.

Following the above method will ensure that all bug fixes are pushed to the master branch while all new features will be pushed to the relevant next release branch. This means that patch releases are much easier to do as the master branch will only contain bug fixes so will be used to fork into new patch releases. Then master will be rebased into the relevant next release branch so the next release also contains the updated bug fixes in the previous patch release.

Coding Conventions

To ensure all code is consistent and readable, we adhere to the default coding conventions utilised in Visual Studio. The easiest first step is to auto format the code within Visual Studio with the key combination of Ctrl + k then Ctrl + d which will ensure the code is correctly formatted and indented.

Spaces should be used instead of tabs for better readability across a number of devices (e.g. spaces look better on Github source view.)

In regards to naming conventions we also adhere to the standard .NET Framework naming convention system which can be viewed online here

Class methods and parameters should always denote their accessibility level using the public protected private keywords.

Incorrect:

void MyMethod()

Correct:

private void MyMethod()

All core classes should be within the VRTK namespace and the class name should be prefixed with VRTK_.

Any example code should be within theVRTK.Examples namespace and any Unity Event Helpers should be within the VRTK.UnityEventHelper namespace.

Parameters should be defined at the top of the class before any methods are defined.

It is acceptable to have multiple classes defined in the same file as long as the subsequent defined classes are only used by the main class defined in the same file.

Where possible, the structure of the code should also flow with the accessibility level of the method or parameters. So all public parameters and methods should be defined first, followed by protected parameters and methods with private parameters and methods being defined last.

Blocks of code such as conditional statements and loops must always contain the block of code in braces { } even if it is just one line.

Incorrect:

if (this == that) { do; }

Correct:

if (this == that)
{
  do;
}

Any method or variable references should have the most simplified name as possible, which means no additional references should be added where it's not necessary.

this.transform.rotation is simplified to transform.rotation

GameObject.FindObjectsOfType is simplified to FindObjectsOfType

All MonoBehaviour inherited classes that implement a MonoBehaviour Message method must at least be protected virtual to allow any further inherited class to override and extend the methods.

Documentation

All scripts that require documentation need to include a comment marker on the first line of the script in this format:

// <Script Title>|<Section>|<Position>

  • Script Title: A user friendly name for the script.
  • Section: The section the script will appear in:
  • Prefabs - A script required for configuring an included prefab.
  • Abstractions - An abstract script providing user functionality.
  • Scripts - A script for providing user functionality.
  • Controls3D - A script for providing a 3D control.
  • Position: The position the text will appear in the section.

Example // UI Pointer|Scripts|0060

All core scripts, abstractions, controls and prefabs should contain inline code documentation adhering to the .NET Framework XML documentation comments convention which can be viewed online here

Public classes, methods, delegate events and unity events should be documented using the XML comments and contain a 1 line <summary> with any additional lines included in <remarks>.

Public parameters that appear in the inspector do not need XML comments and just require a [Tooltip("")] which is used to generate the documentation. However, other public class variables that are hidden from the inspector do need XML style comments to document them.

C# delegate events also require to reference the event payload struct which also requires documenting using XML comments.

Any accompanying example scenes can be documented within the class comments within the <example> tag with multiple lines being used for each example rather than using multiple <example> tags.

Also, any example scene requires an entry in the EXAMPLES.md file.

Commit Messages

All pull request commit messages are automatically checked using GitCop - this will inform you if there are any issues with your commit message and give you an opportunity to rectify any issues.

The commit message lines should never exceed 72 characters and should be entered in the following format:

<type>(<scope>): <subject>
<BLANK LINE>
<body>
<BLANK LINE>

Type

The type must be one of the following:

  • feat: A new feature.
  • fix: A bug fix.
  • docs: Documentation only changes.
  • refactor: A code change that neither fixes a bug or adds a feature.
  • perf: A code change that improves performance.
  • test: Adding missing tests.
  • chore: Changes to the build process or auxiliary tools or libraries such as documentation generation.

Scope

The scope could be anything specifying the place of the commit change, such as, Controller, Interaction, Locomotion, etc...

Subject

The subject contains succinct description of the change:

  • use the imperative, present tense: "change" not "changed" nor "changes".
  • don't capitalize first letter, unless naming something, such as Bootstrap.
  • no dot (.) at the end of the subject line.

Body

Just as in the subject, use the imperative, present tense: "change" not "changed" nor "changes" The body should include the motivation for the change and contrast this with previous behavior. References to previous commit hashes is actively encouraged if they are relevant.

Incorrect commit summary:

Added feature to improve teleportation

Incorrect commit summary:

feat(Teleport): Add feature

Incorrect commit summary:

feat(my-teleport-feature): my feature.

Correct commit summary:

feat(Teleport): add fade camera option on teleport

Submitting Changes

  • Push your changes to your topic branch in your repository.
  • Submit a pull request to the repository thestonefox/VRTK.
    • If you're submitting a bug fix pull request then target the repository master branch.
    • If you're submitting a new feature pull request then target the next release branch in the repository. The current next release branch is 3.3.0-alpha.
  • The core team will aim to look at the pull request as soon as possible and provide feedback where required.