Bindables System – A Visual Variable Binding System for Unity


A powerful and easy-to-use binding system that saves development time by connecting variables, functions, conditions, and creating reusable or complex logic without constantly writing new code.


by Fast Studios


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Save development time and make your Unity workflow faster with Bindables.


If you have ever created a small script just to copy a value, connect two systems, check a condition, or call a function when something changes, Bindables is designed to make that kind of work much faster.


One simple way to think about it is like creating “variables for your variables.” Instead of hard-coding which specific value a behavior should use, you can connect it to different variables directly through the Inspector. Create the behavior once, choose what should drive it, and reuse the same logic throughout your project.


Connect variables, functions, values, and conditions, build reusable or complex behaviors, and reduce the amount of repetitive glue code you need to write.


And Bindables does not replace your normal scripting workflow. It is designed to work alongside your own code, so you can keep programming normally while making repetitive setup, scene configuration, and communication between systems much faster.


FEATURES


BINDABLES:

  • Connect variables directly through the Inspector.
  • Watch values and automatically react when they change.
  • Reuse the same logic with different variables instead of creating a new script every time.

DYNAMIC BINDABLES:

  • Create dynamic connections between variables and values.
  • Build expressions using different variables directly through the Bindables workflow.
  • Combine values and operations to create more flexible runtime behaviors.

BINDABLE ACTION:

  • Create logic using variables, values, functions, and conditions.
  • Combine multiple conditions and expressions.
  • Use logical, comparison, and arithmetic operations.
  • Create anything from simple checks to more complex runtime logic.
  • Execute actions when conditions become true or continuously while they remain true.

BINDABLE HOOKS:

  • React automatically whenever a Bindable value changes.
  • Use the BindableHook attribute or OnValueChanged depending on your preferred workflow.
  • Receive both the previous and new value inside your functions.

REUSABLE LOGIC:

  • Create a behavior once and bind it to different values whenever needed.
  • Turn logic that would normally require multiple specialized scripts into reusable components.
  • Great for lerps, gameplay logic, UI, interactions, and much more.

TEXT REPLACER:

  • Build dynamic text using variables from your scripts.
  • Automatically replace parts of a text with their current values.
  • Combine regular text and dynamic values without constantly updating strings manually.

COMPONENT WINDOW:

  • Drag a Component directly from the Inspector to open it in a dedicated window.
  • Inspect and edit components without constantly navigating through the Inspector.
  • Keep frequently used components accessible while configuring your scene.

EDITOR WORKFLOW:

  • Drag and drop fields directly to work with Bindables.
  • Configure connections visually through purpose-built editor tools.
  • Quickly inspect and modify Bindables without constantly jumping between scripts.
  • Designed to make scene setup and iteration faster.

CUSTOMIZATION:

  • Choose between different Bindable drawer styles to match your preferred workflow.
  • Enable or disable individual editor features through the Bindables Settings.
  • Customize editor behaviors and animations.
  • Adapt the editor experience to your own workflow instead of being locked into a single setup.

VSCode EXTENSION:

  • Optional VS Code extension designed specifically for Bindables.
  • See where variables and functions are being used by Bindables directly while working with your code.
  • Access additional Bindables information without constantly switching back to the Unity Editor.

SOURCE CODE & PERFORMANCE OPTIMIZATION


Bindables includes one precompiled assembly, Bindables.SourceGenerator.dll, used as an optional performance optimization.


Bindables remains fully functional without this optimization enabled.


All other Unity runtime and editor scripts are provided as readable, editable C# source.


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