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Binding Accessor Code Generation

Gustavo edited this page Oct 11, 2026 · 1 revision

Binding Accessor Code Generation

Category: Binding and Scripting · Kind: Editor

Editor/build scanning generates member accessors and eligible typed direct plans, with reflection fallback for unsupported paths.

Common use: Reduce reflective calls in player builds and IL2CPP binding workloads.

Includes: BindingAccessorCodeGenerator, BindingGeneratedAccessorRegistry, BindingGeneratedDirectPlanRegistry.

Scope: Generated accessors cover supported public paths. If generation changes source during a build, Unity must compile it before the build is started again.

Related: Binding Backends and Execution · ViewDataBinder.

Source: Core/ViewDataBinder/Editor/CodeGeneration/ · Core/ViewDataBinder/Runtime/Backends/ · Core/ViewDataBinder/Runtime/Backends/BindingReflectionAccessorFactory.cs.

Category · Full catalog · Common combinations


Documentation snapshot: 2026-10-11

Search aliases: BindingAccessorCodeGenerator, BindingGeneratedAccessorRegistry, BindingGeneratedDirectPlanRegistry

Tags: legendarytools/feature, legendarytools/binding-and-scripting

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