UniRx
ObservableComputations
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UniRx | ObservableComputations | |
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16 | 3 | |
6,882 | 108 | |
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0.0 | 0.0 | |
2 months ago | over 1 year ago | |
C# | C# | |
MIT License | MIT License |
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UniRx
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Just discovered singletons and so many issues have fallen away
Personally I use UniRx, but there's plenty of flavours of event systems to dig into.
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Recommend Paradigms / Design Patterns for Controller-Driven Menus?
What paradigms & design patterns that those of you whom have more experience than I recommend? I've been advised to use things Dependency Injection (Extenject) and/or Reactive programming (UniRx), but that came from someone whose background isn't Unity. I would like to do this right the first time and make the code as maintainable as possible; we will be using it again in the future.
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Event System for Unity (free asset)
This is pretty cool. I wrote something similar for a narrower problem space: RolePlay Attributes. UniRx’s Reactive Properties feel like the total package but with a conceptual and dependency overhead.
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I'm making this turn-based auto battler called Order Automatica. I decided to try using event driven architecture using async/await and UniTask and it made it so easy! I'd love any game design feedback people are willing to give. Link to demo in comments
Interesting, I hadn't heard of UniTask. I use UniRX in my projects which I think solves similar problems in a bit of a different way.
- Looking for guidance on separating game logic from game objects.
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What's the best way to effectively code in aesthetic features?
Sure, knowing the patterns and instead of using first order language features, you may get your own implementation of "observer" or something alike. But if you see your system becomes "event-heavy" it's maybe time to think about getting already complete solution: https://github.com/neuecc/UniRx // how to MV(R)P
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Why is learning Unity so difficult for me?
The reason I'm leading things in this direction is because I highly recommend picking up UniRx. It brings reactive programming into your game development workflow and will completely change the way you look at development.
- Is anyone else using reactive programming in Unity?
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Do you normally use MVC in Unity?
You should take a look at https://github.com/neuecc/UniRx, it allows you to subscribe to IObsevables. What I do is all my data objects use Properties that are observeable, which allows me for example to bind an object to the UI once, which then changes depending on the data state.
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How can I detect when a List "hits" have size changed without using Update?
You can use Observables: https://github.com/neuecc/UniRx
ObservableComputations
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The only .NET open-source project at HighLoad++ conference
I am taking part in the contest of open-source projects. The prize is the opportunity to become a speaker at HighLoad++ conference in March this year in Moscow. The winner can present his open-source project. My project (ObservableComputations) is the only .NET at that contest. If you consider my project is best, please, vote for it. Otherwise, vote for another open-source project. Following is the link to vote (Facebook authorization is available):
- Dot net libraries/tools that are usefull in many projects
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ObservableComputations - new library for reactive programming
Take a look at the new library for reactive programming https://github.com/IgorBuchelnikov/ObservableComputations
What are some alternatives?
ReactiveProperty - ReactiveProperty provides MVVM and asynchronous support features under Reactive Extensions. Target frameworks are .NET 6+, .NET Framework 4.7.2 and .NET Standard 2.0.
Rx.NET - The Reactive Extensions for .NET
Unity.CoroutineUtility - This package adds functionality to run coroutines separate from a MonoBehaviours and scenes
Dynamic Data - Reactive collections based on Rx.Net
Unity-TaskManager - An tiny, improved coroutine API for the Unity game engine.
fpGo - Monad, Functional Programming features for Golang
AngleSharp - :angel: The ultimate angle brackets parser library parsing HTML5, MathML, SVG and CSS to construct a DOM based on the official W3C specifications.
ExcelDataReader - Lightweight and fast library written in C# for reading Microsoft Excel files
ReactiveUI - An advanced, composable, functional reactive model-view-viewmodel framework for all .NET platforms that is inspired by functional reactive programming. ReactiveUI allows you to abstract mutable state away from your user interfaces, express the idea around a feature in one readable place and improve the testability of your application.
Enjin-Unity-sample - Enjin blockchain tutorial sample project for Unity developer
Rocket.jl - Functional reactive programming extensions library for Julia