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I would like to be able to optionally subscribe to a signal, but only if has been declared in my current context/parent contexts. Is that possible?
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as i found out, `public override void InstallBindings()` only starts on start of the scene. even if its on a gameObject Context.
i need it wo run on object when instantiated but it doesnt.
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Hi,
I feel desperate at that time, I add `Zenject-TestFramework` to my Assembly-Editor and after I tried to run it unload this reference and project became red.
```
[TestFixture]
public class…
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Dear Modest Tree:
I've read your "Commitment to open source" message in the front page of Zenject here in GitHub. I just wanted to ask if that commitment includes the withdrawal of the lawsuit you …
Racso updated
4 years ago
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When you load additive scene by default SceneManager (that contains SceneContext), and after that trying to load new additive scene by ZenjectSceneLoader with some binding to context - Bindings will b…
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The code bellow will fail in a multi-threaded application. As you can see, there are two different locks to access the `_typeInfo` dictionary, one to `TryGetValue` and the other to `Add`.
This will r…
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Hey guys, I'm stuck on something about Zenject/Extenject. Any one has any idea how I can fix that ?
btw, sorry for filing an issue here, I can't get my answer from anywhere.
I have `Player` gameOb…
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I managed to get a very nasty error by accidentally putting a MonoInstaller in the list of PrefabInstallers (attached to SceneContext).
This is a user error, in that I just wasn't paying enough att…
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we want to use nsubstitute for automation test.
any suggestion?
thanks a lot.
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Hello!
I've found that Zenject somehow is "leaking" assets in memory. What I mean by this is that assets that are bound to a Scene Context are kept in memory even when the Scene has been changed. I…
Racso updated
3 years ago