Inity is a seamlessly integrated and type safe framework for providing your Components and ScriptableObjects with their dependencies.

FEATURES

HOW DOES IT WORK?

Have you ever wished you could just call Add Component with arguments like this:

  Player player = gameObject.AddComponent<Player, IInputManager>(inputManager);
Or maybe you’ve sometimes wished you could Instantiate with arguments like so:
  Player player = playerPrefab.Instantiate(inputManager);

And wouldn’t it be great if you could create ScriptableObject instances with arguments as well:


  DialogueAsset dialogue = Create.Instance<DialogueAsset, Guid>(id);

This is precisely what Inity let’s you do! All you need to do is derive your class from one of the generic MonoBehaviour<T…> base classes, and you’ll be able to receive upto five arguments in your Init function.

In cases where you can’t derive from a base class you can also implement the IInitializable<T> interface and manually handle receiving the arguments with a single line of code (see the InitArgs section of the documentation for more details).

LEARN MORE

You can learn more about Inity from its online documentation.