Zenject
Facepunch.Steamworks
Zenject | Facepunch.Steamworks | |
---|---|---|
12 | 9 | |
2,340 | 2,721 | |
1.5% | 0.8% | |
0.0 | 2.5 | |
3 months ago | 19 days ago | |
C# | C# | |
MIT License | MIT License |
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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
Facepunch.Steamworks
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How to get voicechat working with Facepunch.Steamworks
This link might help as it has a couple examples: https://github.com/Facepunch/Facepunch.Steamworks/issues/261
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How would a non-AAA company deliver multiplayer, or even online stuff like leaderboards?
- I'm using Facepunch as the steam library - it's a nice wrapper around the steam SDK, which can be a little annoying to use directly.
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How should I approach adding multiplayer to my game? Considering the economy and attractiveness of multiplayer games.
If you are using Unity, have a look at the facepunch wrapper for the Steamworks SDK. It's pretty nice.
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What do you guys use for networking with Steam (P2P)?
I’ve been using this. Very easy to use, has p2p support. https://github.com/Facepunch/Facepunch.Steamworks
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I made a C# Steamworks.NET Template for macOS and Windows
I also tried to integrate Facepunch.Steamworks, but it didn't seem to be working on Apple Silicon (if I understand correctly). Facepunch's last release was also 2 years ago. Since the latest Steamworks.NET was released a month ago, I believe it's currently the way to go (despite the clunkier API) if you're trying to integrate Steam into your C# Godot Project.
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FizzyFacepunch issue
Facepunch.Steamworks 2.3.2
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Developer of Crab Game recommends streamers to "stay away from public lobbies for a few days" as he works on the DDoS issue
Steam's latest networking API has built in support for using relays to hide p2p IP addresses. He was using Another Fucking Steamworks C# Implementation which appears to be based on the older network apis.
- 3 months of solo game development progress in 40 seconds. Hope you enjoy!
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Distributing DLC through Steam
Depending on how you check various things, I'd recommend you use Facepunch.Steamworks which is free and available here: https://github.com/Facepunch/Facepunch.Steamworks
What are some alternatives?
Reflex - Minimal dependency injection framework for Unity
Steamworks.NET - Steamworks wrapper for Unity / C#
fluid-behavior-tree - Behavior trees for Unity3D projects. Written with a code driven approach on the builder pattern.
FizzyFacepunch - A transport for Mirror using Steam / Facepunch
di-framework - ↗ A Dependency Injection framework for Unity game engine.
Steamworks.NET-Test - Test project for Steamworks.NET
Entitas - Entitas is a super fast Entity Component System (ECS) Framework specifically made for C# and Unity
MelonLoader - The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono
fungus - An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
YarnSpinner - Yarn Spinner is a tool for building interactive dialogue in games!
GameDevTutorials - Houses various game development tutorials and resources.
Card-Game-Simulator - Create, Share, and Play