Comments (3)
If you rename the class/file but keep the .meta file with it and it uses the same guid as it had before the rename, then any game objects with that component attached to them will do the right thing.
Not sure if this works for anyone who consumes this in a project via compiled dlls. And it won't work for any external scripts that reference the class by name.
All that said, I agree that PropertyBinding seems more user-friendly.
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We should do this sooner than later because it is being implemented in several projects. Property Binding 2019!
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This change is now in.
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Related Issues (15)
- Is using reflection int Unity3d decrease the performance? HOT 3
- Getting errors in the example scene HOT 3
- Auto-suggestions of types does not work well with long namespaces HOT 1
- A CommandBinding directly against a DataContext (i.e. 'this', not a sub property) complains in Editor only about an invalid property
- DataContext suggestions show compiler generated classes in the dropdown HOT 5
- DataContext suggestions contain too many items in a large project
- Is it possible to bind multiple data to a component? HOT 1
- Can't build for UWP HOT 2
- In Editor, when bound to an interface (or other late-provided source) mock data should be auto generated (and editable)
- Command Binding Editor should surface a way to jump to the command's code
- Values produced by bindings (through converters) need a cleanup path
- PropertyBinding issue
- CommandBindings fail to bind on ItemTemplate prefabs
- INPCBinding fail if disabled before Start and enabled after DataContext is attached HOT 2
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