di-framework VS ManualDi.Unity3d

Compare di-framework vs ManualDi.Unity3d and see what are their differences.

ManualDi.Unity3d

Extensions and usability features of the ManualDi dependency injection library for the Unity3d game engine (by PereViader)
Our great sponsors
  • WorkOS - The modern identity platform for B2B SaaS
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • SaaSHub - Software Alternatives and Reviews
di-framework ManualDi.Unity3d
1 1
38 5
- -
0.0 0.0
almost 2 years ago about 2 years ago
C# C#
MIT License MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.

di-framework

Posts with mentions or reviews of di-framework. We have used some of these posts to build our list of alternatives and similar projects.
  • Dependency Injection Framework
    1 project | /r/Unity3D | 25 Apr 2021
    For the past few month I've been developing a dependency injection solution for Unity in order to overcome difficulties I had while working even with medium-sized projects. That is, over time, it becomes really annoying to assign dependencies in Inspector/bloat Awake methods with GetComponent and similar calls. The framework is available at GitHub as a package for Unity: https://github.com/Delt06/di-framework. Any feedback is welcome!

ManualDi.Unity3d

Posts with mentions or reviews of ManualDi.Unity3d. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-03-01.
  • Dependency injection in unity
    3 projects | /r/unity | 1 Mar 2022
    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?

What are some alternatives?

When comparing di-framework and ManualDi.Unity3d you can also consider the following projects:

Zenject - Dependency Injection Framework for Unity3D

Reflex - Minimal dependency injection framework for Unity

com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.

Unity - This repository contains all relevant information about Unity Container suit

VContainer - The extra fast, minimum code size, GC-free DI (Dependency Injection) library running on Unity Game Engine.

ManualDi.Main - Dependency injection library for C#

UnityNativeScripting - Unity Scripting in C++

pb_Stl - STL import/export for Unity, supporting both ASCII and Binary.

pilgrim - Dependency injection for Swift (iOS, OSX, Linux). Strongly typed, pure Swift successor to Typhoon.

Pure.DI - Pure DI for .NET without frameworks!