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Bindables: Reactive Programming preview
Unity

Bindables: Reactive Programming

By Virtual Maker

$39

Rated 5.0/5 from 6 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $39. The latest store price is $39, matching the lowest recorded price shown here.

Recorded prices for Bindables: Reactive Programming 2 price observations from Sep 5, 2026 to Oct 31, 2026. Lowest recorded price $39. Exact dates and prices are listed below. $0.00 $19.50 $39.00 Sep 5, 2026: $39. Unity Permanent Increase 2026-09-05 2026-09-12 Oct 31, 2026: $39. Latest store price Sep 5, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$39Latest store price
$39Unity Permanent Increase 2026-09-05 2026-09-12

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Bindables: Reactive Programming

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, 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:
- Bindable: declare reactive state.
- Extension Methods: All Unity components get convenient new .Bind*() methods.
- For example: textmeshpro.BindText(playerName)
- Derived: transform or combine Bindables into new state.
- BindableList: Bind to lists to instantiate prefabs or visual elements.
- BindableDictionary: Bind to dictionaries to instantiate prefabs or visual elements.
- BindableAnimator: Drive animations using easing curves, math, or Unity animation curves.
- Bind to input actions, events, time intervals.
- Bind to file and web URIs to download images and audio clips.
- Automated event handler management with BindContext.

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