Changes from version 1
Here is a list of major changes from Binding System version 1:
Code-less binding: bind potentially any field in inspector without writing scripts with Bind<T> fields, which were mandatory in version 1. Now every object in inspector can have bindable fields.
Improved Performance: performance has been greatly improved, especially when getting values out of fields. Version 1 required special auto-generated files to overcome these limitations, which in turn required multiple recompile stages. This was removed and the system works without requiring recompilation stages.
Moved to Packages: the asset has been moved to Packages, thus avoiding mixing up in the Assets folder.
Improved Smart dropdown: smart dropdown has been partially rewritten to allow progressive data loading, thus removing the long waiting times when loading objects with huge number of properties. Now only the first load will take longer, with all subsequent loads being near instantaneous even with huge amounts of properties.
Improved Preview logic: completely rewritten the preview logic. Now even non-serialized values can be previewed.
Added preview values in dropdown: there are cases where it is safe to preview property values directly in the dropdown menu, thus making it even easier to select the correct property.
Pinning System: a new pinning system has been added, which speeds up binding process when repeatedly binding from the same objects.
Added Async Update points: rewritten from scratch the way the async bindings were updated. Now there are multiple points in player pipeline where to update the bindings, and it can be selected for each binding.
Edit time binding update: now bindings can be updated even during edit time, opening up multiple possibilities for faster prototyping.
New Demo Scene: a new demo scene has been added, with more fun and binding examples.
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