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UniRx Alternatives
Similar projects and alternatives to UniRx
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Unity.CoroutineUtility
This package adds functionality to run coroutines separate from a MonoBehaviours and scenes
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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.
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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Unity-TaskManager
An tiny, improved coroutine API for the Unity game engine.
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AngleSharp
:angel: The ultimate angle brackets parser library parsing HTML5, MathML, SVG and CSS to construct a DOM based on the official W3C specifications.
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Enjin-Unity-sample
Enjin blockchain tutorial sample project for Unity developer
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ObservableComputations
Cross-platform .NET library for computations whose arguments and results are objects that implement INotifyPropertyChanged and INotifyCollectionChanged (ObservableCollection) interfaces.
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InfluxDB
Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
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Akavache
An asynchronous, persistent key-value store created for writing desktop and mobile applications, based on SQLite3. Akavache is great for both storing important data as well as cached local data that expires.
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SeawispHunter.RolePlay.Attributes
Defines role playing attributes like "health" using generics that are modified non-destructively and notify on changes
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unitypackage-custom-hierarchy
Unity package to help having a clearer Hierarchy view, organizing everything in a “tree view” and including extra informations like Components Icons and groups/divisors.
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unity-astar
A Star (A*) algorithm in C# focused on performance and setup for Unity
UniRx reviews and mentions
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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
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A note from our sponsor - WorkOS
workos.com | 18 Apr 2024
Stats
neuecc/UniRx is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of UniRx is C#.