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neuecc/UniRxArchived

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7,326 Stars·888 Forks·C#·MIT·7 Aufrufe

UniRx

UniRx is a reactive programming library and event orchestration framework for the Unity engine. It implements observable sequences and functional operators to transform callbacks, coroutines, and engine events into cancellable data streams for unified asynchronous event handling.

The library provides a reactive UI binding system that synchronizes data models with user interface elements to trigger automatic visual updates. It includes a type-based publication and subscription system to route messages between producers and consumers, decoupling internal game components.

The framework covers a broad set of capabilities including stream composition for filtering and merging data flows, frame-based task scheduling, and lifetime-bound subscription management to prevent memory leaks. It also features specialized tools for network request streams, object pooling, and editor-based property monitoring.

Features

  • Observable Streams - Transforms asynchronous event sequences into pipelines using functional operators to filter and merge data flows.
  • Game Engine Event Streams - Turns engine triggers and input events into reactive sequences to respond to loop updates via subscriptions.
  • Asynchronous Game Frameworks - Converts callbacks and coroutines into observable sequences to manage task execution and timing in a game engine.
  • Reactive Programming - Handles asynchronous events and data streams within Unity using Reactive Extensions to coordinate complex game logic.
  • Reactive Extensions - Provides a full implementation of Reactive Extensions to manage asynchronous events within the Unity engine.
  • Event Orchestration - Transforms engine triggers and input events into filtered streams to decouple producers from consumers.
  • Functional Stream Composers - Transforms asynchronous data and loop events into sequences using functional filtering and merging operators.
  • Asynchronous Pipelines - Provides a functional pipeline of operators to filter, merge, and transform asynchronous event sequences.
  • Reactive Data Streams - Handles event-driven data sequences across platforms using reactive streams to coordinate timing and flow.
  • Subscription Lifecycle Management - Links data stream subscriptions to object lifecycles to ensure automatic resource cleanup when objects are destroyed.
  • Type-Based Message Routing - Decouples components by routing messages between producers and consumers using a type-filtered publication and subscription system.
  • Data Binding - Links properties and collections to data streams to trigger events automatically without manual callbacks.
  • Reactive Data Bindings - Syncs state and interface elements by triggering automatic notifications whenever an underlying data value changes.
  • Reactive Property Bindings - Updates state and interface elements automatically when underlying data changes using reactive properties.
  • UI Event Streams - Turns user interface triggers and events into data streams to integrate them into reactive workflows.
  • In-Process Message Routing - Routes messages between producers and consumers using type-based filtering within a single application process.
  • Reactive Request Streams - Executes network operations as subscribable streams supporting cancellation, progress tracking, and parallel execution.
  • Game Time Schedulers - Implements timers and intervals on the main thread with control over global time scale adherence.
  • Observable Coroutine Wrappers - Wraps asynchronous enumerators into cancellable sequences to orchestrate tasks within a reactive pipeline.
  • Frame-Based Scheduling - Executes actions or stream updates based on specific engine lifecycle events and frame triggers.
  • Worker Coroutines - Runs lightweight tasks using a specialized worker to reduce allocation overhead and increase iteration speed.
  • Property Change Observers - Watches class instances for value changes every frame to trigger reactive notifications.
  • Coroutine Wrappers - Wraps asynchronous enumerators into cancellable sequences to orchestrate task execution within a reactive pipeline.
  • UI Thread Schedulers - Executes timed operations on the primary thread with controls for respecting or ignoring the global time scale.
  • High-Performance Game Task Execution - Runs lightweight tasks using a memory-efficient worker to reduce overhead and increase iteration speed.
  • Subscription Cleanup - Manages subscription lifecycles and object pooling to prevent memory leaks during asynchronous operations.
  • Native Event Streams - Converts individual user interaction events into continuous data streams for declarative interface logic.
  • Reactive User Interfaces - Synchronizes user interface elements with data models using observables to trigger automatic visual updates.
  • Callback-to-Stream Adapters - Converts standard event callbacks and notifications into observable data streams for unified handling.
  • Design Patterns and Frameworks - Brings reactive extensions to the game engine.
  • Tweening Libraries - Reactive extensions for handling asynchronous game events.

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Häufig gestellte Fragen

Was macht neuecc/unirx?

UniRx is a reactive programming library and event orchestration framework for the Unity engine. It implements observable sequences and functional operators to transform callbacks, coroutines, and engine events into cancellable data streams for unified asynchronous event handling.

Was sind die Hauptfunktionen von neuecc/unirx?

Die Hauptfunktionen von neuecc/unirx sind: Observable Streams, Game Engine Event Streams, Asynchronous Game Frameworks, Reactive Programming, Reactive Extensions, Event Orchestration, Functional Stream Composers, Asynchronous Pipelines.

Welche Open-Source-Alternativen gibt es zu neuecc/unirx?

Open-Source-Alternativen zu neuecc/unirx sind unter anderem: reactivex/rxswift — RxSwift is a reactive programming library for Swift that provides a framework for managing push-based data flows and… cysharp/r3 — R3 is a reactive extensions library and asynchronous data pipeline framework. It provides a system for composing… cysharp/unitask — UniTask is a high-performance asynchronous task library designed specifically for the Unity game engine. It provides a… amitshekhariitbhu/rxjava2-android-samples — This repository is a collection of practical implementation patterns and reference samples for using RxJava 2 to… kaushikgopal/rxjava-android-samples — This project is a sample library and implementation guide for using RxJava to manage asynchronous data streams and… jakewharton/rxbinding — RxBinding is an Android UI binding library that transforms standard view listeners into RxJava observables. It serves…

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