minism / scene-ref-attribute

Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate.

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Scene Reference Attribute

Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate, rather than using GetComponent* functions in Awake/Start/OnEnable at runtime.

This project aims to provide:

  • a simple set of tags for declaring dependency locations
  • resolution, validation and serialisation of references (including interface types!)
  • determinate results so you never have to worry about Unity losing your references, they'll always be safely regenerated

Why?

Mainly to avoid framerate hiccups when additively loading scenes in Farewell North, but I also find this to be a much cleaner way to declare references.

For more details on how this project came about, check out this Farewell North devlog on YouTube.

How?

Instead of declaring your references, finding them in Awake or assigning them in the editor, and then validating them in OnValidate like so:

// BEFORE

[SerializeField] private Player _player; 
[SerializeField] private Collider _collider;
[SerializeField] private Renderer _renderer;
[SerializeField] private Rigidbody _rigidbody;
[SerializeField] private ParticleSystem[] _particles;
[SerializeField] private Button _button;

private void Awake()
{
    this._player = Object.FindObjectByType<Player>();
    this._collider = this.GetComponent<Collider>();
    this._renderer = this.GetComponentInChildren<Renderer>();
    this._rigidbody = this.GetComponentInParent<Rigidbody>();
    this._particles = this.GetComponentsInChildren<ParticleSystem>();
}

private void OnValidate()
{
    Debug.Assert(this._button != null, "Button must be assigned in the editor");
}

You can declare their location inline using the Self, Child, Parent, Scene and Anywhere attributes:

// AFTER

[SerializeField, Scene] private Player _player; 
[SerializeField, Self] private Collider _collider;
[SerializeField, Child] private Renderer _renderer;
[SerializeField, Parent] private Rigidbody _rigidbody;
[SerializeField, Child] private ParticleSystem[] _particles;
[SerializeField, Anywhere] private Button _button;

private void OnValidate()
{
    this.ValidateRefs();
}

The ValidateRefs function is made available as a MonoBehaviour extension for ease of use on any MonoBehaviour subclass, and handles finding, validating and serialisating the references in the editor so they're always available at runtime. Alternatively you can extend ValidatedMonoBehaviour instead and ValidateRefs will be invoked automatically.

Serialising Interfaces

By default Unity doesn't allow you to serialise interfaces, but this project allows it by wrapping them with the InterfaceRef type, like so:

// Single interface
[SerializeField, Self] private InterfaceRef<IDoorOpener> _doorOpener; 

// Array of interfaces
[SerializeField, Self] private InterfaceRef<IDoorOpener>[] _doorOpeners; 

From here they'll be serialised like any other component reference, with the interface available using .Value:

IDoorOpener doorOpener = this._doorOpener.Value;
doorOpener.OpenDoor();

Attributes

  • Self looks for the reference on the same game object as the attributed component using GetComponent(s)()
  • Parent looks for the reference on the parent hierarchy of the attributed components game object using GetComponent(s)InParent()
  • Child looks for the reference on the child hierarchy of the attributed components game object using GetComponent(s)InChildren()
  • Scene looks for the reference anywhere in the scene using FindAnyObjectByType and FindObjectsOfType
  • Anywhere will only validate the reference isn't null, but relies on you to assign the reference yourself.

Flags

The attributes all allow for optional flags to customise their behaviour:

[SerializeField, Self(Flag.Optional)]    
private Collider _collider;

[SerializeField, Parent(Flag.IncludeInactive)]
private Rigidbody _rigidbody;

You can also specify multiple flags:

[SerializeField, Child(Flag.Optional | Flag.IncludeInactive)] 
private ParticleSystem[] _particles;
  • Optional won't fail validation for empty (or null in the case of non-array types) results.
  • IncludeInactive only affects Parent. Child and Scene, and determines whether inactive components are included in the results. By default, only active components will be found, same as GetComponent(s)InChildren, GetComponent(s)InParent and FindObjectsOfType.

Features

  • Supports all MonoBehaviour and Component types (basically anything you can use with GetComponent), including interfaces
  • Determinate results, so there's no worry of Unity forgetting all your serialised references (which has happened to me a few times on upgrading editor versions). All references will be reassigned automatically.
  • Fast, this tool won't slow down your editor or generate excessive garbage.
  • Fully serialised at edit time, so all references are already available at runtime
  • The ValidateRefs() function is made available as a MonoBehaviour extension for ease of use. You can also invoke it outside of a MonoBehaviour like so, if preferred:
MyScript script = ...;
SceneRefAttributeValidator.Validate(script);
  • One-click to regenerate all references for every script under Tools > Validate All Refs.
  • Regenerate references for any component by right-clicking the component and selecting Validate Refs. image

Limitations

  • Supports arrays but not Lists. Feel free to submit a PR if you'd like to see this:
    • Valid: [Child] Renderer[] _renderers;
    • Invalid: [Child] List<Renderer> _renderers;

License

This project is made available under the MIT License, so you're free to use it for any purpose.

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Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate.

License:MIT License


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