From a90809dff9d6dfe63230a1d3dad51945171ce418 Mon Sep 17 00:00:00 2001 From: Mathijs Bakker Date: Sun, 24 May 2020 12:30:22 +0200 Subject: [PATCH] Change assembly definitions json files --- README.md | 2 +- .../Assets/Plugins/Zenject/Source/Editor/ZenMenuItems.cs | 4 +--- 2 files changed, 2 insertions(+), 4 deletions(-) diff --git a/README.md b/README.md index 61ed39d13..ecdbad54c 100644 --- a/README.md +++ b/README.md @@ -1323,7 +1323,7 @@ This works ok for small projects, but as the complexity of your project grows it You can do this in Zenject out-of-the-box by executing the menu item `Edit -> Zenject -> Validate Current Scene` or simply hitting `SHIFT+ALT+V` with the scenes open that you want to validate. This will execute all installers for the current scene, with the result being a fully bound container. It will then iterate through the object graphs and verify that all bindings can be found (without actually instantiating any of them). In other words, it executes a 'dry run' of the normal startup procedure. Under the hood, this works by storing dummy objects in the container in place of actually instantiating your classes. -Alternatively, you can execute the menu item `Edit -> Zenject -> Validate Then Run` or simply hitting `CTRL+SHIFT+R`. This will validate the scenes you have open and then if validation succeeds, it will start play mode. Validation is usually pretty fast so this can be a good alternative to always just hitting play, especially if your game has a costly startup time. +Alternatively, you can execute the menu item `Edit -> Zenject -> Validate Then Run` or simply hitting `CTRL+ALT+R`. This will validate the scenes you have open and then if validation succeeds, it will start play mode. Validation is usually pretty fast so this can be a good alternative to always just hitting play, especially if your game has a costly startup time. Note that this will also include factories and memory pools, which is especially helpful because those errors might not be caught until sometime after startup. diff --git a/UnityProject/Assets/Plugins/Zenject/Source/Editor/ZenMenuItems.cs b/UnityProject/Assets/Plugins/Zenject/Source/Editor/ZenMenuItems.cs index f286c841f..233f889be 100644 --- a/UnityProject/Assets/Plugins/Zenject/Source/Editor/ZenMenuItems.cs +++ b/UnityProject/Assets/Plugins/Zenject/Source/Editor/ZenMenuItems.cs @@ -10,15 +10,13 @@ namespace Zenject.Internal { public static class ZenMenuItems { - // NOTE: We use shift+alt+v instead of control+shift+v because control+shift+v conflicts - // with a vuforia shortcut [MenuItem("Edit/Zenject/Validate Current Scenes #&v")] public static void ValidateCurrentScene() { ValidateCurrentSceneInternal(); } - [MenuItem("Edit/Zenject/Validate Then Run #%r")] + [MenuItem("Edit/Zenject/Validate Then Run #&r")] public static void ValidateCurrentSceneThenRun() { if (ValidateCurrentSceneInternal())