Plain C# Entry point
VContainer allows plain C# to be the starting point for application processing. Using it instead of MonoBehaviour, which has a lot of features, can help you build a simple control flow.
See register
VContainer does this with its own PlayerLoopSystem.
If you register a class that implements the marker interface, it will be scheduled in Unity's PlayerLoop cycle.
Since it uses PlayerLoopSystem, it works even if you register at any time (e.g: IStartable
etc)
#
Available interfacesVContaienr entry point | Timing |
---|---|
IInitializable.Initialize() | Early PlayerLoop.Initialization |
IPostInitializable.PostInitialize() | Late PlayerLoop.Initialization |
IStartable.Start() | Nearly MonoBehaviour.Start() |
IPostStartable.PostStart() | After MonoBehaviour.Start() |
IFixedTickable.FixedTick() | Nearly MonoBehaviour.FixedUpdate() |
IPostFixedTickable.PostFixedTick() | After MonoBehaviour.FixedUpdate() |
ITickable.Tick() | Nearly MonoBehaviour.Update() |
IPostTickable.PostTick() | After MonoBehaviour.Update() |
ILateTickable.LateTick() | Nearly MonoBehaviour.LateUpdate() |
IPostLateTickable.LateTick() | After MonoBehaviour.LateUpdate() |
And
IDisposable
: With container disposes. (ForLifetime.Singleton
/Lifetime.Scoped
)
#
Handle of the exception that was not caughtOn the application side, exceptions thrown in processes such as Start() and Tick() cannot be caught outside.
By default, VContainer logs unhandled exceptions as UnityEngine.Debug.LogException
.
As another option, you can register a callback for each LifetimeScope.
caution
Default error logging will be skipped if you are using the RegisterEntryPointExceptionHandler.
#
UniTaskIf you are using UniTask, you can use IAsyncStartable
. see also UniTask Integration