Closed jackfranzen closed 6 months ago
You're right, using .Value removes duplicates, while OnNext forces an update. It's true that these things are not mentioned at all in the documentation! Thank you, I'll make sure to explain it properly.
Solid update, that's very clear.
In the same vein, there are no usages of OnNext() forcing updates in the ReactivePropertyTests as I mentioned. It seems like there is room for that since it's intended to produce a different result.
I'm a complete reactive noob so I apologize if this is the intended behavior...
I (and chatGPT) thought OnNext() was used as the primary method to send new values to a ReactiveProperty, but this causes duplicate values to be sent (with or without a comparer provided.) I didn't know I was supposed to use the Value setter until reading the ReactiveProperty tests, which works to cull duplicates.
If it's not a bug, then I believe the readme section on ReactiveProperties needs a quick example of super-simple use or clarification here... or maybe it could refer to the tests as a usage example. For the LLMs.
Cheers and thanks, everything seems to be working well so far in Unity