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C# GDF Tools

C# GDF Tools

Game Dev Family

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84 installs
| (0) | Free
Fast C# file creation with folder-matching namespaces, plus in-editor XML documentation rendering — for regular C# and Unity projects.
Installation
Launch VS Code Quick Open (Ctrl+P), paste the following command, and press enter.
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C# GDF Tools

Visual Studio Marketplace

C# GDF Tools helps you create C# files faster in VS Code and gives each new file the namespace you actually expect.

Install from the Visual Studio Marketplace.

It is built for Unity-style project structures, regular C# folders, and mixed setups that use .asmdef files.

Features

Create C# files from Explorer

Right-click a folder in the Explorer and use the Add submenu to create:

  • New C# Class
  • New C# Interface
  • New C# Record
  • New C# Struct
  • New C# Enum
  • New C# MonoBehaviour
  • New C# ScriptableObject

Every command:

  • asks for a type name
  • creates the .cs file in the selected folder
  • generates the matching namespace automatically
  • opens the new file immediately in the editor

This is especially useful in Unity projects where you want to create scripts directly from folder structure without fixing namespaces by hand afterward.

Render XML documentation comments

Toggle a clean, in-editor rendering of /// XML documentation comments with Shift+Cmd+R (macOS) / Shift+Ctrl+R (Windows/Linux), the 📖 button in the editor title bar, the editor context menu, or the Command Palette (C# GDF Tools: Toggle XML Doc Rendering). Enable csharpGdf.docRender.renderByDefault to render automatically when a C# file is opened.

When rendered:

  • the raw /// markup and tags are hidden behind a clean left rule;
  • <summary>, <param>, <typeparam>, <returns>, <value>, <exception>, <remarks>, <example>, <seealso> and inline tags (<see>, <paramref>, <c>, <b>/<i>, lists) are formatted into readable text;
  • <inheritdoc/> is resolved to the actual inherited documentation from the base type or interface;
  • the editor stays fully editable — toggle again to return to the raw comment;
  • typing /// to start a new documentation comment automatically switches back to edit mode.

Namespace Resolution

The default mode is folder: the namespace mirrors the file's folder path relative to the workspace root. This matches the C# IDE0130 analyzer ("namespace does not match folder structure"), so generated files stay warning-free and the analyzer keeps reporting genuinely misplaced namespaces.

In Unity projects the workspace root is the folder above Assets, so a file in Assets/Project/Core gets Assets.Project.Core — exactly what IDE0130 expects.

Other strategies are available via csharpGdf.namespaceSource:

  • folder (default) — folder path relative to the workspace root.
  • hybrid — nearest .asmdef name as the base, falling back to the folder path.
  • asmdef — nearest .asmdef name as the base only.

The result is prefixed with csharpGdf.rootNamespace when configured.

Settings

Available settings:

  • csharpGdf.rootNamespace: optional namespace prefix
  • csharpGdf.namespaceSource: resolution strategy, one of folder (default, IDE0130-compatible), hybrid, asmdef
  • csharpGdf.useFileScopedNamespace: generate file-scoped namespaces
  • csharpGdf.scriptableObjectCreateAssetMenu: include CreateAssetMenu in generated ScriptableObject files
  • csharpGdf.docRender.enabled: enable the Toggle XML Doc Rendering command
  • csharpGdf.docRender.color: color used for rendered documentation and the left rule
  • csharpGdf.docRender.renderByDefault: render documentation automatically when a C# file is opened

Why Use It

  • Faster script creation directly from the folder you are working in
  • Predictable namespaces for Unity and non-Unity C# projects
  • Better support for real project structure instead of hand-maintained namespace rules
  • Cleaner workflow for teams that organize code by folders or .asmdef boundaries
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