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VContainer

Releases openupm

The extra fast DI (Dependency Injection) library running on Unity Game Engine.

"V" means making Unity's initial "U" more thinner and solid ... !

Features

Documentation

Visit vcontainer.hadashikick.jp to view the full documentation.

Performance

GC Alloc Result Example

Installation

Requires Unity 2018.4+

Install via UPM (using Git URL)

  1. Navigate to your project's Packages folder and open the manifest.json file.
  2. Add this line below the "dependencies": { line
    • "jp.hadashikick.vcontainer": "https://github.com/hadashiA/VContainer.git?path=VContainer/Assets/VContainer#1.16.7",
      
  3. UPM should now install the package.

Install via OpenUPM

  1. The package is available on the openupm registry. It's recommended to install it via openupm-cli.
  2. Execute the openum command.
    • openupm add jp.hadashikick.vcontainer
      

Install manually (using .unitypackage)

  1. Download the .unitypackage from releases page.
  2. Open VContainer.x.x.x.unitypackage

Basic Usage

First, create a scope. References are automatically resolved for types registered here.

public class GameLifetimeScope : LifetimeScope
{
    public override void Configure(IContainerBuilder builder)
    {
        builder.RegisterEntryPoint<ActorPresenter>();

        builder.Register<CharacterService>(Lifetime.Scoped);
        builder.Register<IRouteSearch, AStarRouteSearch>(Lifetime.Singleton);

        builder.RegisterComponentInHierarchy<ActorsView>();
    }
}

Where definitions of classes are

public interface IRouteSearch
{
}

public class AStarRouteSearch : IRouteSearch
{
}

public class CharacterService
{
    readonly IRouteSearch routeSearch;

    public CharacterService(IRouteSearch routeSearch)
    {
        this.routeSearch = routeSearch;
    }
}
public class ActorsView : MonoBehaviour
{
}

and

public class ActorPresenter : IStartable
{
    readonly CharacterService service;
    readonly ActorsView actorsView;

    public ActorPresenter(
        CharacterService service,
        ActorsView actorsView)
    {
        this.service = service;
        this.actorsView = actorsView;
    }

    void IStartable.Start()
    {
        // Scheduled at Start () on VContainer's own PlayerLoopSystem.
    }
}

Flexible Scoping with async

LifetimeScope can dynamically create children. This allows you to deal with the asynchronous resource loading that often occurs in games.

public void LoadLevel()
{
    // ... Loading some assets

    // Create a child scope
    instantScope = currentScope.CreateChild();

    // Create a child scope with LifetimeScope prefab
    instantScope = currentScope.CreateChildFromPrefab(lifetimeScopePrefab);

    // Create a child with additional registration
    instantScope = currentScope.CreateChildFromPrefab(
        lifetimeScopePrefab,
        builder =>
        {
            // Extra Registrations ...
        });

    instantScope = currentScope.CreateChild(builder =>
    {
        // ExtraRegistrations ...
    });

    instantScope = currentScope.CreateChild(extraInstaller);
}

public void UnloadLevel()
{
    instantScope.Dispose();
}

In addition, you can create a parent-child relationship with LifetimeScope in an Additive scene.

class SceneLoader
{
    readonly LifetimeScope currentScope;

    public SceneLoader(LifetimeScope currentScope)
    {
        this.currentScope = currentScope; // Inject the LifetimeScope to which this class belongs
    }

    IEnumerator LoadSceneAsync()
    {
        // LifetimeScope generated in this block will be parented by `this.lifetimeScope`
        using (LifetimeScope.EnqueueParent(currentScope))
        {
            // If this scene has a LifetimeScope, its parent will be `parent`.
            var loading = SceneManager.LoadSceneAsync("...", LoadSceneMode.Additive);
            while (!loading.isDone)
            {
                yield return null;
            }
        }
    }

    // UniTask example
    async UniTask LoadSceneAsync()
    {
        using (LifetimeScope.EnqueueParent(parent))
        {
            await SceneManager.LoadSceneAsync("...", LoadSceneMode.Additive);
        }
    }
}
// LifetimeScopes generated during this block will be additionally Registered.
using (LifetimeScope.Enqueue(builder =>
{
    // Register for the next scene not yet loaded
    builder.RegisterInstance(extraInstance);
}))
{
    // Loading the scene..
}

See scoping for more information.

UniTask

public class FooController : IAsyncStartable
{
    public async UniTask StartAsync(CancellationToken cancellation)
    {
        await LoadSomethingAsync(cancellation);
        await ...
        ...
    }
}
builder.RegisterEntryPoint<FooController>();

See integrations for more information.

Diagnostics Window

See diagnostics for more information.

Credits

VContainer is inspired by:

Author

@hadashiA

License

MIT