Hey!
I’m currently looking into static code analyzers and how to best apply/use them in conjunction with unity. We would like to integrate them into our CI pipeline too.
I see SonarQube popping up again and again but I feel like it might not be the best solution. My main concern here is the issue with them not recognizing Unitys callbacks like Update etc. From what I’ve read it seems like they simply ignore all private methods in classes deriving UnityEngine.Object.
I feel like this renders it virtually useless, if potentially large parts of the project won’t even be analyzed. I’m also a bit concerned about their pricing, which seems to be by line of code. How does this check out with ThirdParty-Plugins, code shared between projects, meta files etc?
I also somehow question the necessity of static code analysis in general, since all our developers are using either rider or the resharper plugin for visual studio, which provides code analysis inside of the IDE anyways.
Is it still useful to have another tool, that does practically the same?
On that note: Both, rider + resharper, work contextually well with unity. Having a static analyser that doesn’t would feel useless to me. So if I could use their reports that might be the best case scenario.
My general question would be: What experience do you have with static code analysis in the unity context and which tools are you using? How do you integrate these into your CI pipelines?