You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+5-5Lines changed: 5 additions & 5 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -1,4 +1,4 @@
1
-
# System.Reactive.Unity
1
+
# Rx.Unity
2
2
3
3
An attempt at building a lightweight layer on top of System.Reactive to add support for Unity in a similar fashion as one using UniRx is used to.
4
4
@@ -8,11 +8,11 @@ This is still work in progress.
8
8
A few tests still need fixing and alot of AoT issues need to be fixed / added hacks to enforce generic type generation for.
9
9
10
10
Part of the goal is to drop some legacy code from the UniRx code and start using a newer C# Syntax and framework versions.
11
-
This also means that older versions of unity won't be supported (Versions >= 2021 should work - testing is currently happening in the unity beta version)
11
+
This also means that older versions of unity won't be supported (Versions >= 2021 should work - testing is currently happening in the unity beta version only)
12
12
13
13
Other than the basic scheduling these are the features I moved over from UniRx:
14
14
15
-
Assembly: System.Reactive.Data
15
+
Assembly: Rx.Data
16
16
- AsUnitObservable()
17
17
- AsSingleUnitObservable()
18
18
- .Pairwise() (without overloads)
@@ -21,7 +21,7 @@ Assembly: System.Reactive.Data
21
21
- ReactiveDictionary
22
22
(all of those incl. readonly variants)
23
23
24
-
Assembly: System.Reactive.Unity
24
+
Assembly: Rx.Unity
25
25
- ObservableStateMachineTrigger
26
26
- Observable.ReturnUnit()
27
27
- Observable.EveryUpdate()
@@ -42,7 +42,7 @@ changes:
42
42
43
43
---
44
44
Important: when using System.Reactive.Unity it is crucial that
0 commit comments