> For the complete documentation index, see [llms.txt](https://postica.gitbook.io/binding-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://postica.gitbook.io/binding-system/product/faq.md).

# FAQ

* Why should I use this system when I can simply set everything in code?

  > The Binding System uses an **opt-in** approach for using bound values, so no user is forced to use the system. There are some advantages in using the system however:
  >
  > 1. There are other people who are not developers and would like to link values from other objects, instead of setting those directly.
  > 2. By allowing values to flow from and/or to other objects or data containers, the class designer can decouple the logic from data retrieval and manipulation.
  > 3. Coupling of systems/modules can be possible without writing any line of code. Some may say it is a double-edged sword for very big teams, but for testing purposes or quick prototyping it may be worth it.
  > 4. The system can be used to debug certain values.
* How can I integrate BindingSystem in an existing project?

  > If most of your serialized fields are only read, then it is sufficient to change those from `T` to `Bind<T>` where `T` is the type of the field/property. The implicit conversion should help out with getting the data from those fields/properties without further code modifications. For remaining types it is enough to add `.Value` to get the real value. The **reserializer**, if enabled, will kick in and perform value reserialization to keep your data intact during transition.
* Does it work with IL2CPP backend?

  > Yes, absolutely. For Unity 2021 LTS it may introduce some precompilation phase when building the project, and it usually increases the build time to only about 1% - 2%.
* Can I modify multiple objects with bind fields?

  > Yes you can, although changes to **Converters** and **Modifiers** are not allowed.
* Does the system support **Odin Inspector**?

  > Yes it does support it, even when using some of their attributes, such as **\[AssetsOnly]** or **\[SceneOnly]** which will be propagated to **Source** field.
* Why I cannot set very long paths?

  > Paths are trimmed when a path loop is detected, thus limiting long repetitive paths.
* Can I bind methods?

  > Currently binding methods is only possible through code and is not fully tested yet. This feature will be available in the next major version.

  > To bind a method in code, the path should define a method:

  ```csharp
  myBoundFloat = new Bind<float>(gameObject.transform, "GetSiblingIndex()");
  // or with parameters
  myBoundTransform = new Bind<Transform>(gameObject.transform, "GetChild(Int32)", 1);
  ```
