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Merge pull request #140 from Mathijs-Bakker/fix-133-RemapKeyBindings
Remap key bindings - Closes #133
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README.md

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@@ -1323,7 +1323,7 @@ This works ok for small projects, but as the complexity of your project grows it
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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.
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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.
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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.
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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.
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UnityProject/Assets/Plugins/Zenject/Source/Editor/ZenMenuItems.cs

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{
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public static class ZenMenuItems
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{
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// NOTE: We use shift+alt+v instead of control+shift+v because control+shift+v conflicts
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// with a vuforia shortcut
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[MenuItem("Edit/Zenject/Validate Current Scenes #&v")]
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public static void ValidateCurrentScene()
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{
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ValidateCurrentSceneInternal();
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}
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[MenuItem("Edit/Zenject/Validate Then Run #%r")]
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[MenuItem("Edit/Zenject/Validate Then Run #&r")]
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public static void ValidateCurrentSceneThenRun()
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{
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if (ValidateCurrentSceneInternal())

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