Comments (1)
Hey, thanks for the great and detailed contribution! I was also experimenting with a similar approach last time I played with unity serialization and editor integration, so something like this is likely the way to go :)
I did not push it (and other features like the subscription tracker) to the repo so far because I've been quite a purist with this one, in a way that I don't want to push non-battle-tested code, and funnily enough, I'm not currently using this library in the project I'm working on so far (although I hopefully will soon), so I have very limited opportunities to battle-test.
Anyway I'll give it another look and thought, when I have some free time again and your example is definitely helpful! Feel free to report your further findings in the meantime ;-)
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Related Issues (20)
- Add support for custom observable implementations.
- Diagnostic analyzer for unused `Bind` return. HOT 2
- Consider collection modification event "streams"
- Implement granular observability for collection elements
- Support passing IEqualityComparer to Observable.Dictionary.
- Add ability to disable tracking for parts of code in `Observable.Auto(Run)`
- Add Godot scheduler and lifetime helpers. HOT 1
- Avoid unnesessary List allocation for bindings in `UnityBatchScheduler`
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- Visualize & debug observable dependencies HOT 1
- Add support for Flax Engine
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- Support passing delegate instead of `IEqualityComparer<T>`
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