Add Cysharp/R3 reactive programming library with ReactiveProperty demo
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.r3dependency 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.
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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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