GameDevTutorials
Zenject
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GameDevTutorials | Zenject | |
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1 | 12 | |
247 | 2,324 | |
- | 2.4% | |
2.7 | 0.0 | |
almost 2 years ago | 3 months ago | |
C# | C# | |
GNU General Public License v3.0 only | MIT License |
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GameDevTutorials
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Create an in-game inventory UI with UI Toolkit
GitHub Repository
Zenject
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I feel like I'm starting to develop a bad design behaviour. Am I using this because it is actually a good solution no my problem or just it is simple to execute even if not efficient? How do handle these kind of situations and how do you handle storing data you always need
You can try Dependency Injection with Zenject. It’s more complicated than singletons, but has many advantages.
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Web dev trying to learn game dev, had some questions
I just noticed I forgot to link the resource collection 😅 so here it is: https://procgen.space/resources and while we're on links and I'm on a computer now instead of my phone, here's a link to zenject: https://github.com/modesttree/Zenject
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Let's talk about the Dependency Injection Pattern! - Discussion
In Unity, there is the Zenject Asset: https://github.com/modesttree/Zenject
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Best practice to avoid duplicate code
Mhhh I guess you could take a look at a dependency injection framework. https://github.com/modesttree/Zenject
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It is a good idea to create a manager of managers?
Even better approach is to get rid of singletons with dependency injection. There are several frameworks for this, for example https://github.com/modesttree/Zenject.
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Dependency injection in unity
Hello everyone! I love unity, it is a great game engine, but I always find myself back to the same architectural hurdles again and again. I used Zenject for several small projects, but I didn't completely like the approach it imposes. In order to improve on what I felt Zenject lacked, decided to make a dependency injection container that fit what I felt was necessary. https://github.com/PereViader/ManualDi.Main (core of the container, just c#) https://github.com/PereViader/ManualDi.Unity3d (extensions to improve usage in unity) As far as I know, dependency injection containers are not a very hot topic around the game dev sphere. Something I think is really not ideal for engineers, as I believe it greatly improves our productivity. What do you think of dependency injection in Unity? What do you think a dependency injection container should have for you to use them in your projects?
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OMG! Design Patterns Are Awesome!!! If You Don’t Use Them - Start!!!
Zenject can be found here, and is a dependency injection (DI), which is also a design pattern.
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Why use GetComponent() when I could just use [SerializeField] and link something in the editor?
If we are talking about bigger projects, then you cannot put everything into scene that's for sure. Also, creating a prefab for component that you want to inject is not the best option. Therefore, there are different solutions like Zenject.
- Does anyone else coming from a software background struggle with integrating unity into their design patterns? Are there any particularly good resources for how to write clean code with Unity?
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How to establish proper communication/information links between various objects without too many dependencies or too many singletons?
Look into dependency injection, like Zenject. https://github.com/modesttree/Zenject
What are some alternatives?
2021-object-pool - Get an in-depth overview of the most commonly needed functionality of the Unity Object Pooling API introduced in the 2021 version of the Unity Editor.
Reflex - Minimal dependency injection framework for Unity
com.unity.multiplayer.samples.coop - A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
fluid-behavior-tree - Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
line-renderer-bezier-path - In this tutorial repository you will learn how to make an Editor script that will allow you to smooth a Line Renderer with Bezier Curves.
di-framework - ↗ A Dependency Injection framework for Unity game engine.
Unity-Guide - Unity Engine Guide
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
lerping-fundamentals - Lerping is one of the foundational things you need to know about in video game development! There are so many use cases for lerping it's impossible to name them all! Almost any time you want to rotate, move, or change a value over time, lerping is an option.
fungus - An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
menu-controller - Learn how to use a Stack to manage your UI Pages. Create pages that have configurable entry/exit animations, sounds, and actions. This is the base framework I've been using for over 6 years in my own projects and find it to be highly reliable, scalable, and still easy to use.
Medicine - Code-driven component injection toolkit for Unity.