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user1430
user1430

I'd make the argument that it can't really hurt.

For somebody very familiar with Unity's workings, it probably doesn't add anything. Those people are already going to be pretty familiar with what Unity's runtime calls on your behalf.

But for somebody who isn't, like me, it might be helpful. Even if I didn't know what it meant offhand, I'd go look it up, and that would probably be sufficient to give me a better understanding of what was going on in the posted code.

Also, if one does use static analysis tools that are incorrectly warning about the methods, then you'll want to quiet those warnings somehow, because "ignorable" warning noise makes it harder to see the real warnings in any such output. It's usually better to ignore such warnings in a surgical, localized fashion (in this case by decorating the offending methods with attributes) than through broader measures like disabling that specific warning project-wide.

I'd make the argument that it can't really hurt.

For somebody very familiar with Unity's workings, it probably doesn't add anything. Those people are already going to be pretty familiar with what Unity's runtime calls on your behalf.

But for somebody who isn't, like me, it might be helpful. Even if I didn't know what it meant offhand, I'd go look it up, and that would probably be sufficient to give me a better understanding of what was going on in the posted code.

Also, if static analysis tools are incorrectly warning about the methods, then you'll want to quiet those warnings somehow, because "ignorable" warning noise makes it harder to see the real warnings in any such output. It's usually better to ignore such warnings in a surgical, localized fashion (in this case by decorating the offending methods with attributes) than through broader measures like disabling that specific warning project-wide.

I'd make the argument that it can't really hurt.

For somebody very familiar with Unity's workings, it probably doesn't add anything. Those people are already going to be pretty familiar with what Unity's runtime calls on your behalf.

But for somebody who isn't, like me, it might be helpful. Even if I didn't know what it meant offhand, I'd go look it up, and that would probably be sufficient to give me a better understanding of what was going on in the code.

Also, if one does use static analysis tools that are incorrectly warning about the methods, then you'll want to quiet those warnings somehow, because "ignorable" warning noise makes it harder to see the real warnings in any such output. It's usually better to ignore such warnings in a surgical, localized fashion (in this case by decorating the offending methods with attributes) than through broader measures like disabling that specific warning project-wide.

Source Link
user1430
user1430

I'd make the argument that it can't really hurt.

For somebody very familiar with Unity's workings, it probably doesn't add anything. Those people are already going to be pretty familiar with what Unity's runtime calls on your behalf.

But for somebody who isn't, like me, it might be helpful. Even if I didn't know what it meant offhand, I'd go look it up, and that would probably be sufficient to give me a better understanding of what was going on in the posted code.

Also, if static analysis tools are incorrectly warning about the methods, then you'll want to quiet those warnings somehow, because "ignorable" warning noise makes it harder to see the real warnings in any such output. It's usually better to ignore such warnings in a surgical, localized fashion (in this case by decorating the offending methods with attributes) than through broader measures like disabling that specific warning project-wide.