Unity N Bind

by shadowmint

Unity3d package: N Framework: IoC Binding

( Updated an hour ago )


This is a simple property based IoC container specifically for Unity3d with no external dependencies.


Unity GameObjects cannot be constructed, so traditional IoC libraries are largely not suitable for use with them.

This library allows interfaces to be bound to a registry and injected, on demand, into instances of a class. It also works to manufacture instances of 'normal' C# classes if required.


There are other solutions to this problem, but broadly they fall into three categories:

  • Don't work on Unity3d.

  • Work on Unity3d, but are complex and effectively entire frameworks.

  • Work on Unity3d but on constructor bases, and not suitable for GameObjects.

StrangeIoC in particular is an excellent project, but sometimes it's a bit heavy to drop into a new game. It even includes an MVCS architecture, which is interesting, but I feel... somewhat irrelevant to the core goal of dependency injection.

The problem is largely that packages try to be 'everything and the kitchen sink' because there's no good package management solution for unity. This package uses npm to solve that problem (read more about that here if you want).

As such, all it aims to do, is very specifically, inject instances into objects.

That is all.

Can you...?

Can you use this with constructor based normal classes like MyClass(IService service)?

No. This library only supports binding properties.

Can you bind private properties?

No. Only public properties are supported.

Does this library include helpers to use IoC in for UI / Animation / XXX?

No. The only thing this library does is dependency injection.

Can I use this to inject GameObject instances into a class?

Yes. Use registry.Register<TInterface, TImpl>(instance) where instance is TImpl : MonoBehaviour, TInterface.

If I have to explicitly pick TImpl for binding instances, doesn't that mean I can't really bind to instances as runtime?

Have a look at the demo folder for an example that allows you to select a prefab in your ServiceModule component and inject it into another GameObject that uses it.

Does this library need any of your other weird n-foo libraries to run?

No. It uses n-core for tests, so if you want to run the tests you'll need that, but it has no other dependencies.


See also the excellent [StrangeIoC] (https://strangeioc.wordpress.com/) project, and Zenject as other solutions to this problem.


Implement IServiceModule and register the module with a ServiceRegistry.

For convenience the Registry.Default instance can be used.

using N.Package.Bind;
using UnityEngine;

public class ServiceModule : MonoBehaviour, IServiceModule
    public BlockBase blockType;

    public void Start()

    public void Register(ServiceRegistry registry)
        registry.Register<IBlock, BlockBase>(blockType.GetComponent<BlockBase>());
        registry.Register<ISpawnService, SpawnService>();

You may want to ensure your service module is invoked before any other scripts under Edit > Project Settings > Script Execution Order:

Then call one of the three magic methods:

  • CreateInstance creates an instance and binds its properties and returns it.

  • Bind binds the properties of an instance (eg. GameObject instances).

  • Resolve resolves an interface to a binding if possible.

A typical usage might look like:

using N.Package.Bind;
using UnityEngine;

public class UsesObjects : MonoBehaviour
    public IBlock Block { get; set; }
    public ISpawnService Spawner { get; set; }

    public void Start()
        spawned = Spawner.SpawnPrefab(block);

You can create a custom ServiceRegistry for complex purposes.

See the tests in the Editor/ folder for each class for usage examples.


From your unity project folder:

npm init
npm install shadowmint/unity-n-bind --save
echo Assets/packages >> .gitignore
echo Assets/packages.meta >> .gitignore

The package and all its dependencies will be installed in your Assets/packages folder.


Setup and run tests:

npm install
npm install ..
cd test
npm install

Remember that changes made to the test folder are not saved to the package unless they are copied back into the source folder.

To reinstall the files from the src folder, run npm install .. again.


All tests are wrapped in #if ... blocks to prevent test spam.

You can enable tests in: Player settings > Other Settings > Scripting Define Symbols

The test key for this package is: N_BIND_TESTS