#Unity3D #Unity #Unity2D #ShaderGraph #UnityUI #GameDev #TechArt #IndieDev #IndieGameDev #BlockPuzzle #GameDesign #Shaders #ProceduralArt #GameUI #MadeWithUnity #AppDevelopment #BuildInPublic #VContainer
#Unity3D #Unity #Unity2D #ShaderGraph #UnityUI #GameDev #TechArt #IndieDev #IndieGameDev #BlockPuzzle #GameDesign #Shaders #ProceduralArt #GameUI #MadeWithUnity #AppDevelopment #BuildInPublic #VContainer
and yeah that ECS Component -> GameObject sync code was dead simple to […]
and yeah that ECS Component -> GameObject sync code was dead simple to […]
軽量なDIコンテナとして取り回ししやすくてちゃんと依存してます!おすすめです!手足です!
軽量なDIコンテナとして取り回ししやすくてちゃんと依存してます!おすすめです!手足です!
Only thing that was non-trivial to refactor was one situation where I was injecting into an animator’s state machine behavior, which Zenject could do but VContainer couldn’t (as far as I could tell)
Only thing that was non-trivial to refactor was one situation where I was injecting into an animator’s state machine behavior, which Zenject could do but VContainer couldn’t (as far as I could tell)
hadashikick.land/2025/07/yapp...
hadashikick.land/2025/07/yapp...
This is how I have fun. It's probably better you don't understand. 🤪
This is how I have fun. It's probably better you don't understand. 🤪
Ces packages sont hyper robustes et bien maintenus 👌
Ces packages sont hyper robustes et bien maintenus 👌
x.com/Cz_mirror/st...
x.com/Cz_mirror/st...
zenn.dev/cz_mirror/ar...
#Unity
#indiegame
#3DSTG
#VContainer
#MessagePipe
zenn.dev/cz_mirror/ar...
#Unity
#indiegame
#3DSTG
#VContainer
#MessagePipe
一番厄介なのはフラグ管理やな
VContainerとUniRx導入は正解だった
一番厄介なのはフラグ管理やな
VContainerとUniRx導入は正解だった
PrefabのInject以外はさくさくと改修できた
PrefabのInject以外はさくさくと改修できた
Оскільки на роботі використовую Zenject, то якраз порівняю їх у використанні та зручності.
https://vcontainer.hadashikick.jp/
Оскільки на роботі використовую Zenject, то якраз порівняю їх у використанні та зручності.
https://vcontainer.hadashikick.jp/