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fix typo #625

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2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -1257,7 +1257,7 @@ The usual workflow when setting up bindings using a DI framework is something li

This works ok for small projects, but as the complexity of your project grows it is often a tedious process. The problem gets worse if the startup time of your application is particularly bad, or when the exceptions only occur from factories at various points at runtime. What would be great is some tool to analyze your object graph and tell you exactly where all the missing bindings are, without requiring the cost of firing up your whole app.

You can do this in Zenject out-of-the-box by executing the menu item `Edit -> Zenject -> Validate Current Scene` or simply hitting `CTRL+ALT+V` with the scenes open that you want to validate. This will execute all installers for the current scene, with the result being a fully bound container. It will then iterate through the object graphs and verify that all bindings can be found (without actually instantiating any of them). In other words, it executes a 'dry run' of the normal startup procedure. Under the hood, this works by storing dummy objects in the container in place of actually instantiating your classes.
You can do this in Zenject out-of-the-box by executing the menu item `Edit -> Zenject -> Validate Current Scene` or simply hitting `SHIFT+ALT+V` with the scenes open that you want to validate. This will execute all installers for the current scene, with the result being a fully bound container. It will then iterate through the object graphs and verify that all bindings can be found (without actually instantiating any of them). In other words, it executes a 'dry run' of the normal startup procedure. Under the hood, this works by storing dummy objects in the container in place of actually instantiating your classes.

Alternatively, you can execute the menu item `Edit -> Zenject -> Validate Then Run` or simply hitting `CTRL+SHIFT+R`. This will validate the scenes you have open and then if validation succeeds, it will start play mode. Validation is usually pretty fast so this can be a good alternative to always just hitting play, especially if your game has a costly startup time.

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