Implementing the View part for a new framework like Godot or Unity #3641
Replies: 2 comments 4 replies
-
Search the codebase for files named "Registrations.cs", you generally want to think about implementing some of those interfaces - you actually can even try it in a sample project directly, you don't need to edit ReactiveUI internals to add support for a new platform, just register those interfaces with Splat on startup similarly to how these files are doing it. The most important thing to implement is an IScheduler for MainThreadScheduler - the Android implementation is probably a good example of that but how to implement it will be pretty specifically tied to Unity/Godot. Otherwise, you'll find that a lot of ReactiveUI will Just Work out of the box with new platforms and that everything else is more of a "nice to have" rather than a requirement |
Beta Was this translation helpful? Give feedback.
-
you're going to get limited mileage in Unity at the moment due to the buildchain. someone did a custom implementation of Rx (UnityRx) which would need work to try and get ReactiveUI to target, there are changes being made to Unity that will give full support for the .NET CLR and thus enable direct use of System.Reactive but these are not due until 2024. see https://blog.unity.com/engine-platform/unity-and-net-whats-next and the thread https://forum.unity.com/threads/unity-future-net-development-status.1092205/page-42 |
Beta Was this translation helpful? Give feedback.
-
Hi, I would like to try out ReactiveUI for a new project which is a videogame. I don't see Godot or Unity packages like I see WPF or Android. I guess I could use the base package for the ViewModel part and implement the binding myself. But I was just wondering how would one go about implementing the framework specific part?
Beta Was this translation helpful? Give feedback.
All reactions