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Unity DataBinding

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.

---
title: High Level Overview
---
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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Tutorials

  • 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.


  • 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.


  • 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.

Planned next steps:

  • Improve automatic tests
  • Add samples for new features
  • Update existing samples

About

Data binding for Unity gameobjects. If you like MVVM User Interfaces, this is where to start.

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