I have a scene object with a Fruit test script whose interfaces I want to add to dependencies. To do this, I use the standard Zenject Binding script. However, this doesn't work. Please tell me how can I solve the problem?
Dealing with instantiated dependencies.
So a general question:
How to deal with dependencies that is instantiated?
Say I have two functions:
public class Manager : ScriptableObject
{
private var data;
private void GetDataFromTextAsset() =>…
[edited]
Move [inject] label isn't working //<--Because is [Inject]
Now it has two error:
Assets\player\playercontroller\armory\rifle.cs(10,10): error CS0246: The type or namespace name 'injectAttribute' could not be found (are you missing a using…
I've created the installer, created a prefab with the script and then attached it to the SceneContext. But When I run I get this error
"ZenjectException: Assert hit! Found prefab with name 'Installer' in the Installer property of Context…
Long form, TL;DR below
I'm currently developing a game using Zenject and designed my UI and game architecture very similar to a web app where there are IConversationRepository-Interfaces providing access to data like Conversations with methods like…
So I have gameobject with GameState component on it and I have gameobject with SceneContext, GameInstaller components on it. GameInstaller has field for GameState also I've referenced GameInstaller to monoinstallers. When I'm instantiating player…
The problem is that I'm not getting proper values in sub-container installer constructor. For instance, if I'm creating my poolable facadeObject with factory like this: QuxFactory.Create(3.1415); Then in QuxInstaller constructor I'm getting 0 for a…
Zenject is great, but I haven't found a solution that feels right, for instantiating a game object
I have a script, that provides various event hooks for monobehaviour events. Start, PostStart, Update, FixedUpdate, and others, so non-Unity…
My question is: can i rebind an instance and re-inject it everywhere i have it injected with [Inject] attribute. Instance was bound like this:
[SerializeField] private MyClass inst;
public override InstallBindings()
{
…
I'm using Zenject framework and I want instansiate gameObject for class created by factory. For this I'm using something like this in GameInstaller
Container.BindFactory
I have a two scenes: Menu and Main. And I have a huge lag on SceneManager.LoadScene("Main").
Here is a data from profiler:
https://gyazo.com/da116d1f8e9b429e9170bc3769d23ac4
As I understand 1s delay related to initializing Zenject context.
Here is…
In my application I have three layers:
* Data (Entities and Data Access Objects)
* Model (Managers)
* Presentation (Views)
I decided that SubContainers is my choice.
In the root GameInstaller I create every container and manually install them with…
I might have misunderstood the PrefabInstaller but I want to use it to let the LevelDesigner configure settings. However, Zenject seems not to destroy the PrefabInstallers afert installation and so I am left over with unecessary…