FrameIT
Packages
Here are the packages with brief descriptions (if available):
[detail level 123456]
 NCharacters
 NFirstPerson
 CFirstPersonController1
 CHeadBob1
 CMouseLook1
 CRigidbodyFirstPersonController1
 CAdvancedSettings
 CMovementSettings
 NDapperDino
 NInputSystemTutorials
 NgeeksforgeeksSource: https://www.geeksforgeeks.org/topological-sorting/
 CGraph
 NPlayerCtrl
 NPlatformSpecific
 CMobileInput
 CStandaloneInput
 NThirdPerson
 CThirdPersonCharacter1
 CThirdPersonUserControl1
 CAxisInputButton
 CAxisJoystick
 CAxisTouchPad
 CButtonHandler
 CCrossPlatformInputManager
 CVirtualAxis
 CVirtualButton
 CInputAxisScrollbar
 CMobileControlRig
 CTiltInput
 CAxisMapping
 CVirtualInput
 NREST_JSON_APIImplements REST/JSON API
 CApproximationComparerUsed to check for approximate equality on number values, e.g. within SOMDoc.Equivalent(SOMDoc)
 CCollectionComparerIEqualityComparer<T> for a collection.
 CFactReference
 CFallbackWrapper
 CFUN
 CParam
 CFUNTYPE
 CHashCodeCompute a hash code.
 CITupleFactory
 CKeyValueComparerIEqualityComparer<T> for KeyValuePair<TKey, TValue>.
 CMMTConstantsCollection of MMT URIs and mappings to C# types (if applicable)
 CMMTFact
 CMMTGeneralFactClass for facts without values, e.g. Points
 CMMTValueFactClass for facts with values, e.g. Distances or Angles
 COMA
 COML_Member
 COMLIT
 COMNONE
 COMS
 COMV
 CRAW
 CScroll
 CScrollApplication
 CScrollApplicationCheckingError
 CScrollApplicationInfo
 CScrollAssignment
 CScrollDynamicInfoResponse to "POST /scroll/dynamic" using ScrollApplication
 CSOMDoc
 CSOMDocToLambdaExpressionLibary and configuartions to translate a SOMDoc AST into an Expression-Tree
 CSOMDocCRTP
 CTupleFactoryCreates types that are much like anonymous types, via string-Type-pairs.
 CTupleFactoryImpl
 NUnityEngine
 NInputSystem
 NPlayerControls
 NRebindUI
 CGamepadIconsExampleThis is an example for how to override the default display behavior of bindings. The component hooks into RebindActionUI.updateBindingUIEvent which is triggered when UI display of a binding should be refreshed. It then checks whether we have an icon for the current binding and if so, replaces the default text display with an icon.
 CGamepadIcons
 CRebindActionUIA reusable component with a self-contained UI for rebinding a single action.
 CInteractiveRebindEvent
 CUpdateBindingUIEvent
 NUnityStandardAssets
 NCharacters
 NThirdPerson
 CAICharacterControl
 NCrossPlatformInput
 NInspector
 NVehicles
 NBall
 CBall
 CBallUserControl