Bind your GameObjects directly to your data models — clean, reactive, and maintainable.
Updating GameObjects manually is:
- repetitive
- error-prone
- hard to maintain
This package lets you declare type safe and validated bindings instead of writing glue code. It's like WPF for Unity GameObjects.
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title: High Level Overview
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graph LR
DS[DataSource] -->|Property|CPB(Component Property Binding)
DS -->|IEnumerable<> Property|CB(Container Binding)
CPB -->|Property|V[View]
CB -->|populate Children| V
ET([Element
Template]) -.->CB
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Getting Started (Detailed Step by Step Tutorial - 5 minutes to complete)
Create a simple scene showing a cube that randomly changes scale and color. This tutorial will make you familiar with fundamental ideas of this tool.
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How to react to user input (Step by Step Tutorial - 5 minutes to complete)
Starting from a simple scene that renders some input controls fill in the blanks that makes user input available to your application logic.
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A look at ContainerBindings (Step by Step Tutorial - 5 minutes to complete)
Concerning user interface tool sets: When it comes to handling not just static but dynamic content is where the wheat is separated from the chaff. Starting with some basic prefabs you will put together a nice little party panel for your characters in this tutorial.
- Improve automatic tests
- Add samples for new features
- Update existing samples