Weaver is a Unity plugin which allows you to avoid using magic strings to reference assets, animations, layers, navigation areas, scenes, and shaders. This makes your code more efficient and robust to improve development productivity as well as runtime performance.

The following table summarises its main features and their availability in Weaver Lite:

Feature Summary Weaver Lite
Asset Injection Attributes like [SerializeField], but for for static fields and properties (including private and readonly ones). Very useful for singletons and other global systems that would normally require some bad practices to set up. Editor-Only
Asset Lists Automatically gather all assets of a specific type in a particular folder into a strongly typed list. Editor-Only
Project Constants Procedurally generated scripts containing constants for animations, layers, navigation areas, scenes, and shaders so that you don't need to use magic strings in your code. Included, but no customisation
Procedural Assets The system used to generate those scripts can be used to generate any type of asset using code: prefabs, meshes, materials, textures, sounds, etc. Fully included
Object Pooling Easily and efficiently reuse objects to improve performance instead of creating and destroying them all the time. Fully included
Source Code The full source code of Weaver Pro is included as plain C# files with detailed comments so you can see all of its internal workings, track down bugs, make any modifications you see fit, and avoid becoming dependant on the developer to fix issues (but feel free to post in the Forum or email mail@kybernetik.com.au if you need support). The Weaver.Lite.dlls in the Weaver Pro package are empty dummies to ensure seamless upgrades from Weaver Lite, so they contain no code and are not included in builds. Not included.

If you are upgrading from an earlier version of Weaver, the Change Log contains an Upgrade Guide to help you.


[Weaver Lite] [Weaver Pro] [Documentation] [Forum] [Support: mail@kybernetik.com.au]