bindables.dev | Documentation | Discord
Bindables brings the power of reactive programming to Unity—giving you a clean, declarative way to track game state and automatically reflect changes wherever they’re needed.
With Bindables, you declare your state using Bindable<T>, then declaratively bind that state to any Unity component—like UI text, images, animations, or prefabs. It works seamlessly across UGUI, UI Toolkit, and any other Unity objects.
Reactive by Design: State changes drive everything. You declare your bindings once and they update automatically.
Extension Methods: Bindables generates Bind extension methods to every Unity object (that you want). This makes easy and type-safe to bind to all built-in Unity types, 3rd party packages, and your own components. Materials, images, text, sprites, transforms, you name it.
UI Toolkit and uGUI Support: Works with both UI frameworks in the same way. Declare bindable state and bind it to UI components.
Two-Way Bindings: For input fields, sliders, dropdowns, and toggles, you can bind your state to update automatically on user input.
Advanced Bindings: Derived state, animations, time intervals, file URIs, and more.
FEATURES:
See examples at bindables.dev.