Binding System
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Settings

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Last updated 9 months ago

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The settings can be found in Project Settings -> Binding System.

Here is a short description of each settting:

  • Show Implicit Converters: if on, the converters which are safe and without parameters are always shown in Bind drawer.

  • Show Incompatible Modifiers: whether to show incompatible modifiers or not. An incompatible modifier is a modifier that has a ModifyMode which is not coherent with the BindMode. E.g. a value which is readonly cannot use a writeonly modifier.

  • Show Target Replacement: whether to show or not the bind source replacement controls, that is, Group Rebinding.

  • Minimal UI: enables the Bind fields modern drawers based on UI Toolkit.

  • Optimization: offers various levels of optimization. The optimization typically consists of a generator building a file with fast access to slow class members. For more info refer to section.

  • Auto Apply Optimization: when to apply the optimization logic. Three options are available:

    • Never: the optimization will never be applied.

    • On Each Compilation: will run on each recompilation, thus optimizing in editor as well. May lead to occasional short-lived compile error messages.

    • On Each Build: will apply only before building the player. This is the recommended approach.

  • Auto Conversion: enables an automatic logic which detects field type change and reserializes its value to keep the data consistent. For more info refer to Bind Types Reserialization section.

  • *Build All AOT Code: not needed anymore.

Here is a short description of each settting:

  • Show Implicit Converters: if on, the converters which are safe and without parameters are always shown in Bind drawer.

  • Show Incompatible Modifiers: whether to show incompatible modifiers or not. An incompatible modifier is a modifier that has a ModifyMode which is not coherent with the BindMode. E.g. a value which is readonly cannot use a writeonly modifier.

  • Auto Apply Optimization: when to apply the optimization logic. Three options are available:

    • Never: the optimization will never be applied.

    • On Each Compilation: will run on each recompilation, thus optimizing in editor as well. May lead to occasional short-lived compile error messages.

    • On Each Build: will apply only before building the player. This is the recommended approach.

  • Auto Conversion: enables an automatic logic which detects field type change and reserializes its value to keep the data consistent. For more info refer to Bind Types Reserialization section.

  • Build All AOT Code: how to generate all AOT code required by the BindingSystem. There are several modes:

    • Skip: skips the code generation. May be useful when using external generator files. No Build Overhead.

    • Partial: generates code only for all types it encounters in scenes to build and resources, along with their dependencies. Reduced Build Overhead. Depends on project codebase size, built scenes complexity and number of resources.

    • Full: generates full code. Useful when AssetBundles with bind fields are used. Moderate Build Overhead. Depends on project codebase.

    • Optimized: generates only the code which is required for all bind fields in scenes to build and resources, along with their dependencies. Minimal Build Overhead. Depends on number of distinct bound fields in built scenes and resources along with their dependencies.

Optimization: offers various levels of optimization. The optimization typically consists of a generator building a file with fast access to slow class members. For more info refer to section.

Performance
Performance
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Target Replacement
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