This is a series of articles that provides an in-depth discussion of Assets and resource management in the Unity engine. It seeks to provide expert developers with deep, source-level knowledge of Unity's Asset and serialization systems. PLEASE NOTE: this
Therefore, it makes sense to group all of the type registrations together in a single method that you invoke very early on in your application’s lifecycle; usually, directly in the application’s entry point. For example, in a web application, you could invoke the method that performs all ...
and use those interfaces everywhere instead of using the class directly. The goal is to make code more loosely coupled, so it's reasonable to think that being bound to an interface is better than being bound to a concrete class. However, in most cases the various responsibilities...
BindTo(button); // Note:shortcut extension, bind aync onclick directly button.BindToOnClick(_ => { return Observable.Timer(TimeSpan.FromSeconds(3)).AsUnitObservable(); }); } } AsyncReactiveCommand has three constructor.() - CanExecute is changed to false until async execution finished (I...
Each Unity Catalog metastore exposes a three-level namespace (catalog.schema.table) that organizes your data. When you manage privileges on a metastore, you do not include the metastore name in a SQL command. Unity Catalog grants or revokes the privilege on the metastore attached to your ...
Unity IAP (In App Purchases) lets you sell a variety of items directly within your free or paid game including premium content, virtual goods and subscriptions. In this tutorial, we are going to look at how to add IAP to an existing game project. This tu
[fix] Fixes the bug where if an Assembly is not in the PlaceHolder, and there is no interpreter stack, Class::resolve_parse_info_internal cannot find the type due to not being in the Assembly list. Editor [new] Supports packaging iOS directly from source code, no longer needing to compil...
You’ll see later that with Unity you can also register a class type directly without a mapping from an interface type.ResolveThe usage of the RegisterType method shown in the previous section defines the mapping between the interface type used in the client class and the concrete type that ...
The fields includePlatforms and excludePlatforms cannot be used together in the same assembly definition file.You can specify the Assembly Definition Assets in the references field by using either the name of the assembly or the GUID of the Asset. To use the Asset GUID, the value should take ...
You’ll see later that with Unity you can also register a class type directly without a mapping from an interface type.ResolveThe usage of the RegisterType method shown in the previous section defines the mapping between the interface type used in the client class and the concrete type that ...