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Soap - 3.5.1
  • Getting Started
    • What is Soap?
    • Why use Soap?
    • Where to get Soap?
  • Soap Core Assets
    • Scriptable Variable
      • Properties
      • Debugging
      • Variable Reference
      • Runtime Variables
      • FAQ
    • Bindings
    • Scriptable List
      • Properties
      • Callbacks
      • FAQ
    • Scriptable Event
      • Properties
      • Debugging
      • FAQ
    • Event Listener
      • Properties
      • Dynamic Binding
      • FAQ
    • Scriptable Enum
      • Creating new Enum Values
      • Adding Data
    • Scriptable SubAssets
      • Creating/Deleting SubAssets
      • Accessing SubAssets
      • FAQ
    • Scriptable Save
      • Properties
      • FAQ
    • Scriptable Dictionary
      • Properties
      • Callbacks
      • Custom Dictionary Creation
      • FAQ
    • Runtime Injectors
  • Useful Tips
    • Creating Soap ScriptableObjects
      • Soap Asset Creator
      • From Create Shortcut
      • Default Unity Create Menu
    • Using Tags
      • AutoTag Attribute
    • Finding References
    • Editor Fast Play Mode
    • Addressables
      • Solutions
  • Custom Windows
    • Soap Wizard
      • Shortcuts
    • Soap Window
      • Settings
    • Soap Type Creator
    • Soap Asset Creator
  • Quality
    • How to extend Soap?
    • Performance
    • Integration with other assets
    • Games using Soap
    • Suggestions
  • Scene Documentation
    • 1_ScriptableVariables
      • Direct Access
      • OnValueChanged Event
      • Variable Reference
      • Solving Dependencies
      • Saving Variable Values
      • Save Exercise
      • Menu Context Option
    • 2_Bindings
      • BindText/TextMeshPro
      • BindFillingImage
      • BindSlider
      • BindToggle
      • BindGraphicColor
      • BindRendererColor
      • BindComparisonToUnityEvent
      • BindInputField
    • 3_ScriptableLists
      • Adding & Removing Elements
      • Callbacks
      • Auto Clearing
      • Iteration
    • 4_ScriptableEvents
      • Firing Events from code
      • Event Listeners
      • Registering to events from code
      • Firing events from the editor
      • Debugging
    • 5_ScriptableSaves
      • Save Data
      • Useful Methods
      • Save/Load Modes
      • Save Reader
      • Save Manager
      • Save Version
    • 6_ScriptableEnums
      • Scene Setup
      • How does it work?
      • Additional Data
      • Exercise
    • 7_ScriptableSubAssets
      • Scene Setup
      • Direct Reference
      • Indirect Reference
    • 8_RuntimeVariables
      • Manual Injection
      • Flexibility
      • Automatic Injection
    • 9_ScriptableDictionaries
      • Scene Set up
      • Adding & Removing Elements
      • Callbacks
      • Custom Inspector
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