Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate
, rather than using GetComponent*
functions in Awake/Start/OnEnable
at runtime.
This project aims to provide:
- a simple set of tags for declaring dependency locations
- resolution, validation and serialisation of references (including interface types!)
- determinate results so you never have to worry about Unity losing your references, they'll always be safely regenerated
Mainly to avoid framerate hiccups when additively loading scenes in Farewell North, but I also find this to be a much cleaner way to declare references.
For more details on how this project came about, check out this Farewell North devlog on YouTube.
Instead of declaring your references, finding them in Awake
or assigning them in the editor, and then validating them in OnValidate
like so:
[SerializeField] private Player _player;
[SerializeField] private Collider _collider;
[SerializeField] private Renderer _renderer;
[SerializeField] private Rigidbody _rigidbody;
[SerializeField] private ParticleSystem[] _particles;
private void Awake()
{
this._collider = this.GetComponent<Collider>();
this._renderer = this.GetComponentInChildren<Renderer>();
this._rigidbody = this.GetComponentInParent<Rigidbody>();
this._particles = this.GetComponentsInChildren<ParticleSystem>();
}
private void OnValidate()
{
Debug.Assert(this._player != null, "Player must be assigned in the editor");
}
You can declare their location inline using the Self
, Child
, Parent
and Anywhere
attributes:
[SerializeField, Anywhere] private Player _player;
[SerializeField, Self] private Collider _collider;
[SerializeField, Child] private Renderer _renderer;
[SerializeField, Parent] private Rigidbody _rigidbody;
[SerializeField, Child] private ParticleSystem[] _particles;
private void OnValidate()
{
this.ValidateRefs();
}
The ValidateRefs
function is made available as a MonoBehaviour
extension for ease of use, and handles finding, validating and serialisating the references in the editor so they're always available at runtime.
By default Unity doesn't allow you to serialise interfaces, but this project allows it by wrapping them with the InterfaceRef
type, like so:
[SerializeField, Self] private InterfaceRef<IDoorOpener> _doorOpener;
From here they'll be serialised like any other component reference, with the interface available using .Value
:
IDoorOpener doorOpener = this._doorOpener.Value;
doorOpener.OpenDoor();
Self
looks for the reference on the same game object as the attributed component usingGetComponent(s)()
Parent
looks for the reference on the parent hierarchy of the attributed components game object usingGetComponent(s)InParent()
Child
looks for the reference on the child hierarchy of the attributed components game object usingGetComponent(s)InChildren()
Anywhere
will only validate the reference isn't null, but relies on you to assign the reference yourself.
The attributes all allow for optional flags to customise their behaviour:
[SerializeField, Self(Flag.Optional)]
private Collider _collider;
[SerializeField, Parent(Flag.IncludeInactive)]
private Rigidbody _rigidbody;
You can also specify multiple flags:
[SerializeField, Child(Flag.Optional | Flag.IncludeInactive)]
private ParticleSystem[] _particles;
Optional
won't fail validation for empty (or null in the case of non-array types) results.IncludeInactive
only affectsParent
andChild
, and determines whether inactive components are included in the results. By default, only active components will be found, same asGetComponent(s)InChildren
andGetComponent(s)InParent
.
- Supports all
MonoBehaviour
andComponent
types (basically anything you can use withGetComponent
) - Determinate results, so there's no worry of Unity losing all your serialised references (which has happened to me a few times on upgrading editor versions). All references will be reassigned automatically.
- Fast, this tool won't slow down your editor or generate excessive garbage.
- Fully serialised at edit time, so all references are already available at runtime
- The
ValidateRefs
function is made available as aMonoBehaviour
extension for ease of use. You can also invoke it outside of aMonoBehaviour
like so, if preferred:
MyScript script = ...;
SceneRefAttributeValidator.Validate(script);
- One-click to regenerate all references for every script under
Tools > Validate All Refs
. - Regenerate references for any component by right-clicking the component and selecting
Validate Refs
.
- Supports arrays but not
List
s. Feel free to submit a PR if you'd like to see this:- Valid:
[Child] Renderer[] _renderers;
- Invalid:
[Child] List<Renderer> _renderers;
- Valid:
- Support arrays of InterfaceRef.
- Valid:
[Child] InterfaceRef<IInterface>[] _interfaces;
- Invalid:
[Child] InterfaceRef<IInterface[]> _interfaces;
- Valid:
This project is made available under the MIT License, so you're free to use it for any purpose.