UniRx
ReactiveProperty
UniRx | ReactiveProperty | |
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18 | 1 | |
6,882 | 917 | |
- | 0.3% | |
0.0 | 6.5 | |
about 1 year ago | about 2 months ago | |
C# | C# | |
MIT License | MIT License |
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UniRx
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R3 alternatives - Rx.NET, UniRx, and ReactiveUI
4 projects | 20 Sep 2024
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Creating safe and fast multiplayer in games on Unity and NodeJS with examples
To get a reactive properties functional you can use 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?
ReactiveProperty
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A more elegant way to handle Event subscriptions?
There are also very nice nuget packages where Rx can be used in ViewModels: e.g. https://github.com/runceel/ReactiveProperty
What are some alternatives?
Dynamic Data - Reactive collections based on Rx.Net
Enjin-Unity-sample - Enjin blockchain tutorial sample project for Unity developer
DebounceMonitoring - 📑 Add debounce logic for any method in a single line.
ObservableComputations - Cross-platform .NET library for computations whose arguments and results are objects that implement INotifyPropertyChanged and INotifyCollectionChanged (ObservableCollection) interfaces.
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.