Saneject 1.0.0 is finally out after 9 months and a full rewrite.
Open source editor-time DI for Unity. Inject in the Unity Editor, not Play Mode. No runtime container, no startup cost, no weird lifecycle.
Full deck: saneject.dev/slides
#Saneject #Unity3D #GameDev #IndieDev
#Saneject
Saneject 1.0.0 is getting close. If nothing weird turns up, I should ship it next week 👀
#Saneject #Unity3D #GameDev #IndieDev
Nobody likes writing tests. Nobody fully trusts AI.
But AI writing tests (with supervision) is hard to argue with. This would've taken all spring to type out manually, instead of 5 evenings.
345 and counting. Watching these go green is satisfying ✅
#Saneject #Unity3D #GameDev
The final boss before Saneject 1.0.0:
338 legacy tests vs a completely rewritten architecture with new assumptions.
When this is done, 1.0.0 ships after 10 months in the making 🚀
#Saneject #Unity3D #GameDev #IndieDev
Simplified Saneject's injection controls. Basic actions now live in Unity's main toolbar, while the surgical context-filtered options are tucked away in context menus for advanced workflows. Cleaner surface, lighter UX, same power when needed.
#Saneject #Unity3D #Unity #GameDev
Saneject is getting real docs soon. The README can finally stop pretending it was a docs site this whole time. I've been building a proper DocFX site for 1.0.0 with everything there is to know about the framework. Excited to share it soon.
#Saneject #Unity3D #GameDev #IndieDev
Spent today writing a new Scope Inspector for the Saneject rewrite.
Shows context + hierarchy (scope-only mirror of transform hierarchy, with other contexts grayed out), quick navigation to scope GameObjects, and shortcuts for various injection modes #Saneject #Unity3D
Small dev update: I've been deep in Saneject recently. Tails isn't dead though, just paused for a bit to focus on one project at a time. Once Saneject 1.0.0 is shipped, I'll be back on the VR snake 🐉
#TailsVR #Saneject #Unity3D #GameDev #IndieDev
Saneject 0.21.0 beta is out. I thought I was this close to shipping 1.0.0. Found a minefield of context isolation edge cases instead 😬 So I rewrote the context isolation system. Scenes, prefab assets/instances, now totally siloed (optionally).
#Saneject #Unity3D #GameDev
Saneject 0.19.0 is out. The new batch injector is finally stable after lots of late night hacking. Dependency inject your entire Unity project at edit time in one click. Fast, predictable and quite the time-saver
🔗 github.com/alexanderlar...
#Unity3D #Saneject #GameDev #IndieDev
Final feature before Saneject 1.0.0: a project wide batch injection window that injects all or selected scenes/prefabs in one click with full summary. Easily one of the most useful additions and a huge time saver once projects grow #Saneject #Unity3D #DependencyInjection
Haven't posted about Saneject in a while, but I've been busy improving APIs, UX, inspectors, workflows, and binding tools + testing it in Tails. It’s come a long way!
New v0.17.0 adds method injection ([Inject] on methods) and more.
🔗 github.com/alexanderlarsen/Saneject
#Unity3D #Saneject
🐉 Tails (VR Snake) Dev Log #5. Back with a big under-the-hood change: now powered by Saneject, my editor-time DI framework for Unity. No more GetComponent chaos or fragile drag and drop. Clean DI structure with inspector visibility.
#TailsVR #Saneject #GameDev #Unity3D #VR #XR
Planning to get back to work on Tails soon 🐉
Got a bit sidetracked improving the architecture… and accidentally built a full open source DI system instead. Saneject actually started as a small thing for Tails, so now I get to really battletest it.
#Unity3D #GameDev #IndieDev #VR #Saneject #TailsVR