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unimob's Issues

Mono.Cecil dependancy

Hey,

Is it possible for UniMob use latest version of Mono.Cecil (no specific version set)? Everytime I try to use UniMob I am getting conflicts with other packages that use Cecil.

Handling collections

Hi,

first of all: fantastic project, always great to see solutions that promote declarative designs. Looking forward to updates to UniMob.UI too.

Question tho: do I understand correctly that collections (like Todo[] array) have to be replaced entirely for Atom to detect changes? (So basically it should be be treated as immutable collection) As in this would not work as expected, correct?:

[Atom] public List<Todo> Todos { get; set; } = new List<Todo>();
incrementButton.onClick.AddListener(() =>
{
       Todos.Add(new Todo());
});

Atom.Reaction(() => counterText.text = "Unifinished: " + UnfinishedTodoCount);

Reactions to nested Atoms

Hi,

I think I am missing something still, code sample:

public class ExperimentsWindow : Window
{
    class ViewModel
    {
        [Atom]
        public int IntValue { get; set; } 
    }

    [Atom]
    ViewModel VM { get; set; }

    private void Start()
    {
        Initialize();

        VM = new ViewModel() { IntValue = 5 };

        // tried this too: Atom.Reaction(() => Debug.Log($"Int value {VM.IntValue}"));
        Atom.Reaction(() => VM.IntValue, i => Debug.Log($"Int value {i}"));

        VM.IntValue = 6;

        VM = new ViewModel() { IntValue = 7 };
    }
}

When running, I always only see values "5" or "7" printed but not "6". Is there a way to React to changes in multi-level Atoms?

"Disabling Domain Reloading" not working

Describe the bug

Enter Play Mode faster in Unity 2019.3

  1. Project Settings -> Editor -> Enter Play Mode Option (true)
  2. first play: "AtomScheduler" object created. UniMob working well
  3. stop play mode.
  4. second play: "AtomScheduler" object not created. UniMob not working

Expected behavior

When "Disabling Domain Reloading", AtomScheduler should be created.
static variable should be cleared.

private static AtomScheduler _current;

maybe this document useful.
unity document for Domain Reloading

Desktop:
Unity version:
UniMob version: 59a60bb
Other plugins installed:

Android IL2CPP crashes with AtomBase methods

Describe the bug
I am using Atom in many things in my unity android game. I saw that so many crashes happen during Atom Evaluations.

Expected behavior
Not to crash

Desktop: Android
Unity version: 2021.3.9f1
UniMob version: 2.2.0
Other plugins installed: UniTask, DoTween, VContainer

I do not know if there is a relation but this crash happens mainly when Atom AddSusbcriber or Evaluate is called from thread pool? Do I have to use Atom in unity main thread?

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