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Add Cysharp/R3 reactive programming library with ReactiveProperty demo

Open Copilot opened this issue 6 months ago • 0 comments

This PR integrates the Cysharp/R3 reactive programming library into the Unity project template and demonstrates its usage with a practical example in the main scene.

What's Added

Package Integration

  • Added com.cysharp.r3 dependency to Unity Package Manager via Git URL
  • Updated the runtime assembly definition to reference R3.Unity
  • Used the recommended UPM Git URL approach: https://github.com/Cysharp/R3.git?path=src/R3.Unity/Assets/R3.Unity

Demo Implementation

The demo is integrated into the existing Scene01_Intro.cs MonoBehaviour and showcases reactive programming patterns:

// R3 ReactiveProperty field
private ReactiveProperty<int> _reactiveScore = new ReactiveProperty<int>(0);

// Subscription in Start() method
_reactiveScore.Subscribe(score => 
{
    Debug.Log($"[R3 Demo] Reactive Score changed to: {score}");
});

// Automatic updates when score changes
public int Score 
{
    set
    {
        _score = value;
        HudUI.ScoreLabel.text = $"Score: {_score:000}/{ScoreMax:000}";
        
        // R3 ReactiveProperty Demo: Update reactive score
        _reactiveScore.Value = _score;
    }
}

How It Works

When players jump in the game (spacebar), the score increases and the reactive property automatically notifies all subscribers. The console will display:

[R3 Demo] Reactive Score changed to: 1
[R3 Demo] Reactive Score changed to: 2
...

This demonstrates the core reactive programming pattern where data changes automatically notify observers without manual event handling.

Best Practices Implemented

  • Proper Memory Management: Added disposal in OnDestroy() to prevent memory leaks
  • Unity 6.x Compatibility: All code is compatible with Unity 6000.2.0f1
  • Minimal Integration: The demo seamlessly integrates with existing game mechanics
  • Clean Code: Follows the project's existing coding standards and structure

The implementation showcases how R3 can simplify event-driven programming in Unity applications by eliminating the need for manual event subscription/unsubscription patterns.

[!WARNING]

Firewall rules blocked me from connecting to one or more addresses (expand for details)

I tried to connect to the following addresses, but was blocked by firewall rules:

  • https://api.github.com/repos/Cysharp/R3
    • Triggering command: curl -s REDACTED (http block)

If you need me to access, download, or install something from one of these locations, you can either:

This pull request was created as a result of the following prompt from Copilot chat.

Add Cysharp/R3 as a package dependency to the Unity project.

  • Create a new branch for this work.
  • Add the R3 package using the recommended Unity Package Manager method (UPM via Git URL).
  • Ensure the project compiles successfully after the addition.
  • Demonstrate usage: Add a Cysharp.R3.ReactiveProperty instance to any existing MonoBehaviour subclass (for example, Scene01_Intro.cs). Implement a simple value assignment and subscription to show that it works (e.g., log a message when the property changes).
  • Include all necessary using statements and ensure the demo code is Unity 6.x compliant, matching the ProjectVersion.txt.
  • Provide a summary of changes in the PR description.

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Copilot avatar Aug 29 '25 16:08 Copilot