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View Code? Open in Web Editor NEWA 2 way binding system for unity using unirx
License: MIT License
A 2 way binding system for unity using unirx
License: MIT License
Unity 5.4 has an issue within the mono compiler where it does not correctly find the right generic signatures within unirx.
There is specifically a build [here] (https://github.com/grofit/bindingsrx/releases/0.3.1) that explicitly sets the generics required, however in unity 5.5 and above this issue has been fixed.
If you wish to fix this issue yourself it is SUPER easy if you have resharper, as all you need to do is go to the problematic lines (unity will tell you where they are, generally all Select
statements) and just press alt + enter to infer generic usage, this will solve the problem for you.
If you do not use resharper or rider then all you need to do is go through GenericBindings.cs
and there will be a few .Select(Converter.From)
calls, and you just need to change these to .Select<T1,T2>(Converter.From)
(or depending on if its To/From in the call it may be T2
first then T1
), there are a few other issues unity will point out, but in most cases you can manually infer the generic and the problem will go away.
As mentioned the above build contains this fix, but new versions will only support unity 5.5 out the box, this is because the additional code changes are superfluous when the unity bug is fixed, also it is painful trying to keep 2 versions of unity installed and run with, so given the fixes are quite easy and there is a build to use to assist this should help those with u5.4 issues. Although if anyone wants to maintain it feel free to make a branch which is kept in-line with master but is for 5.4 releases or whatever.
var myReactiveProperty = new ReactiveProperty("hello");
var myInputField = GetComponent();
myInputField.BindTextTo(myReactiveProperty)
.AddTo(myReactiveProperty);
Is that the last myReactiveProperty fact myInputField?
GameObjectExtensions.BindChildPrefabsTo()
should destroy instantiated prefabs during element removal from ReactiveCollection.
But GameObjectExtensions.onElementRemoved()
destorys transform of instantiated prefab instead of gameobject.
This is not working if instance has RectTransfom.
There are 2 cases:
In both cases actual gameobject not destroyed.
I suggest replcaing impelmentation of GameObjectExtensions.onElementRemoved()
to:
void onElementRemoved(CollectionRemoveEvent<T> data)
{
var existingChild = input.transform.GetChild(data.Index).gameObject;
onChildRemoving?.Invoke(data.Value, existingChild);
GameObject.Destroy(existingChild);
}
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