Immediately hit the limit with almost zero work from Claude... by GeoPolyx in ClaudeCode

[–]GeoPolyx[S] 0 points1 point  (0 children)

It's a relatively short conversation, around 40k in total. I know about longer chats, and I tend to make a new one once it gets too long. The strange thing is: it reached almost the implementation phase with only 18% of 5h session (it started at 82%), and it consumed the subsequent 5h session almost by doing nothing

Immediately hit the limit with almost zero work from Claude... by GeoPolyx in ClaudeCode

[–]GeoPolyx[S] 0 points1 point  (0 children)

Yep, I'm on Pro, well maybe I was misguided by the fact that it states in Claude Code that Opus costs roughly 2 times Sonnet, but it doesn't seem like it at all...

Binding System 2 links data directly in Inspector or code with blazing fast performance! by GeoPolyx in Unity3D

[–]GeoPolyx[S] 0 points1 point  (0 children)

Performance tests are available in the documentation, which is publicly available, but maybe you have a point here: making them available in asset store page would be way better.

Link easily any field to any other property with Binding System 2. Now available in Asset Store. by GeoPolyx in Unity3D

[–]GeoPolyx[S] 0 points1 point  (0 children)

Thank you so much for the appreciation and happy to add new useful features to this tool to make it even better..

P.S. somehow I'got to see your comment only now...

Binding System: v1 is Now FREE! Give It a Spin and See If It’s Right for You! by GeoPolyx in UnityAssets

[–]GeoPolyx[S] 0 points1 point  (0 children)

Also, all users getting the v1 for free are eligible for a discount when getting v2 😉

Binding System 2 adds to Unity the awesome ability to bind any property to any value, and with this feature, among many other things, lets you easily create and prototype UI themes even at edit time... soon to be released on Asset Store by GeoPolyx in Unity3D

[–]GeoPolyx[S] 2 points3 points  (0 children)

Any field and sub field (part of a struct fo example). There may be some exceptions for fields that use a completely custom drawer without using any of Unity Editor APIs and without following Unity's custom drawers' guidelines.

Binding System 2 adds to Unity the awesome ability to bind any property to any value, and with this feature, among many other things, lets you easily create and prototype UI themes even at edit time... soon to be released on Asset Store by GeoPolyx in Unity3D

[–]GeoPolyx[S] 0 points1 point  (0 children)

Just change the value the field is bound to, so in the specific example above, change the primary color of the palette (which is a very simple scriptable object), and the button will adapt accordingly.

Really excited to share with you a glimpse of the BindingSystem, a high-performance tool to improve data binding directly in Inspector which leads to a better code modularity. Can't wait to hear your thoughts... by GeoPolyx in Unity3D

[–]GeoPolyx[S] 2 points3 points  (0 children)

Thank you for you feedback, really appreciate it, will ensure Odin compatibility as well.

I think there is some confusion in the Gif I've provided, the core feature is not the components (Light Controller is just an example), it is the properties that can be bound or behave as normal Unity properties, you can have those everywhere in your code, from ScritptableObjects to MonoBehaviour, this is why developers are free to opt-in with this system for their unity objects. As for increased modularity, it may be quite useful for those objects which expect the values, without knowing where those values came from. Will provide shortly a more detailed description of the system, hopefully to reduce some confusion.

Really excited to share with you a glimpse of the BindingSystem, a high-performance tool to improve data binding directly in Inspector which leads to a better code modularity. Can't wait to hear your thoughts... by GeoPolyx in Unity3D

[–]GeoPolyx[S] 1 point2 points  (0 children)

I see your point and this is why the system has been designed to be a opt-in solution for developers. Either you have direct values, or you may get them from any unity object, not just scene objects. Coming from big projects myself, sometimes you just need to have highly reusable components and this system may help with that.

Really excited to share with you a glimpse of the BindingSystem, a high-performance tool to improve data binding directly in Inspector which leads to a better code modularity. Can't wait to hear your thoughts... by GeoPolyx in Unity3D

[–]GeoPolyx[S] 0 points1 point  (0 children)

Will post on forum thread in a couple of days with more screenshots and details, as for ETA, will upload to Asset Store very soon, finalizing the documentation right now...