UniRx
SeawispHunter.RolePlay.Attributes
UniRx | SeawispHunter.RolePlay.Attributes | |
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16 | 2 | |
6,882 | 22 | |
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0.0 | 10.0 | |
3 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
SeawispHunter.RolePlay.Attributes
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How to architect a live stat display for my game?
At the end of Kryzarel's forum topic text tutorial a guy also mentions a stat system he created which is at this repository.
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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.
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.
observables
Unity.CoroutineUtility - This package adds functionality to run coroutines separate from a MonoBehaviours and scenes
YarnSpinner - Yarn Spinner is a tool for building interactive dialogue in games!
Unity-TaskManager - An tiny, improved coroutine API for the Unity game engine.
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
AngleSharp - :angel: The ultimate angle brackets parser library parsing HTML5, MathML, SVG and CSS to construct a DOM based on the official W3C specifications.
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.
Dynamic Data - Reactive collections based on Rx.Net
UnityHFSM - A simple yet powerful class-based hierarchical finite state machine for Unity
Enjin-Unity-sample - Enjin blockchain tutorial sample project for Unity developer
ObservableComputations - Cross-platform .NET library for computations whose arguments and results are objects that implement INotifyPropertyChanged and INotifyCollectionChanged (ObservableCollection) interfaces.