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Making your classes independent of its dependencies, granting better separation of concerns. It achieves that by decoupling the usage of an object from its creation. This helps you to follow SOLID’s dependency inversion and single responsibility principles. Making your project more **readable, testable and scalable.**\n\n\n</div>\n\n[![NPM package](https://img.shields.io/npm/v/com.playdarium.unity.reflex?logo=npm&logoColor=fff&label=NPM+package&color=limegreen)](https://www.npmjs.com/package/com.playdarium.unity.reflex)\n[![License: MIT](https://img.shields.io/badge/License-MIT-yellow.svg)](https://opensource.org/licenses/MIT)\n\n---\n\n<details>\n<summary>📌 Table Of Contents</summary>\n\n- [Overview](#-overview)\n- [Installation](#-installation)\n  - [Unity Package Manager](#unity-package-manager)\n  - [Open Unity Package Manager](#open-unity-package-manager)\n  - [Unity Package](#unity-package)\n- [Getting Started](#-getting-started)\n- [Execution Order](#-execution-order)\n- [Injection Strategy](#-injection-strategy)\n- [Container Hierarrchy](#-container-hierarchy)\n- [Scopes](#-scopes)\n- [Bindings](#-bindings)\n- [Resolving](#-resolving)\n- [Callbacks](#-callbacks)\n- [Attributes](#-attributes)\n- [Manual Injection](#-manual-injection)\n- [Extensions](#-extensions)\n- [Debugger](#-debugger)\n- [Settings](#-settings)\n- [Performance](#-performance)\n- [Scripting Restrictions](#-scripting-restrictions)\n- [Support](#-support)\n- [License](#-license)\n\n</details>\n\n---\n\n## 👀 Overview\n- **Fast:** ~3x faster than VContainer, ~7x faster than Zenject.\n- **GC Friendly:** ~2x less allocations than VContainer, ~9x less allocations than Zenject.\n- **AOT Support:** Basically there's no runtime Emit, so it works fine on IL2CPP builds. [<sup>[*]</sup>](#-scripting-restrictions)\n- **Contract Table:** Allows usages of APIs like `container.All<IDisposable>`\n- **Immutable Container**: Performant thread safety free of lock plus predictable behavior.\n\nCompatible with the following platforms:\n\n- iOS\n- Android\n- Windows/Mac/Linux\n- PS4/PS5\n- Xbox One/S/X and Xbox Series X/S\n- WebGL\n\n---\n\n## 💾 Installation\n\nUsing the native Unity Package Manager introduced in 2017.2, you can add this library as a package by modifying your\n`manifest.json` file found at `/ProjectName/Packages/manifest.json` to include it as a dependency. See the example below\non how to reference it.\n\n### Install via OpenUPM\n\nThe package is available on the [npmjs](https://www.npmjs.com/package/com.playdarium.unity.entitas-redux/)\nregistry.\n\n#### Add registry scope\n\n```\n{\n  \"dependencies\": {\n    \"com.playdarium.unity.reflex\": \"x.x.x\"\n  },\n  \"scopedRegistries\": [\n    {\n      \"name\": \"Playdarium\",\n      \"url\": \"https://registry.npmjs.org\",\n      \"scopes\": [\n        \"com.playdarium.unity\"\n      ]\n    }\n  ]\n}\n```\n\n#### Add package in PackageManager\n\nOpen `Window -> Package Manager` choose `Packages: My Regestries` and install package\n\n### Install via GIT URL\n\n```\n\"com.playdarium.unity.reflex\": \"https://gitlab.com/pd-packages/reflex.git#upm\"\n```\n\n---\n\n## 🚀 Getting Started\n1. [Install Reflex](#-installation)\n2. Create `ProjectInstaller.cs` with \n```csharp\nusing Reflex.Core;\nusing UnityEngine;\n\npublic class ProjectInstaller : MonoBehaviour, IInstaller\n{\n    public void InstallBindings(ContainerBuilder builder)\n    {\n        builder.AddSingleton(\"Hello\");\n    }\n}\n```\n3. In unity project window\n5. Create directory `Assets/Resources`\n6. Select just created `Resources` dir\n7. Right click, Create → Reflex → ProjectScope\n8. With just created `ProjectScope` selected\n9. Add `ProjectInstaller.cs` created at step 2 as a component\n10. Create new scene `Greet`\n11. Add `Greet` to `Build Settings` → `Scenes In Build`\n12. Create `Greeter.cs` with\n```csharp\nusing UnityEngine;\nusing System.Collections.Generic;\nusing Reflex.Attributes;\n\npublic class Greeter : MonoBehaviour\n{\n    [Inject] private readonly string[] _strings;\n\n    private void Start()\n    {\n        Debug.Log(string.Join(\" \", _strings));\n    }\n}\n```\n12. Add `Greeter.cs` to any gameobject in `Greet` scene\n13. Inside Greet scene, create a new empty gameobject named `SceneScope` and attach `SceneScope` component\n14. Create `GreetInstaller.cs` with\n```csharp\nusing Reflex.Core;\nusing UnityEngine;\n\npublic class GreetInstaller : MonoBehaviour, IInstaller\n{\n    public void InstallBindings(ContainerBuilder builder)\n    {\n        builder.AddSingleton(\"World\");\n    }\n}\n```\n15. Add `GreetInstaller.cs` to `Greet.unity` `SceneScope`\n16. Create new scene `Boot`\n17. Add `Boot` to `Build Settings` → `Scenes In Build`\n18. Create `Loader.cs` with\n```csharp\nusing Reflex.Core;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\npublic class Loader : MonoBehaviour\n{\n    private void Start()\n    {\n\t// If you are loading scenes without addressables\n\tvar scene = SceneManager.LoadScene(\"Greet\", new LoadSceneParameters(LoadSceneMode.Single));\n\tReflexSceneManager.PreInstallScene(scene, builder => builder.AddSingleton(\"Beautiful\"));\n\n\t// If you are loading scenes with addressables\n\tAddressables.LoadSceneAsync(\"Greet\", activateOnLoad: false).Completed += handle =>\n\t{\n\t\tReflexSceneManager.PreInstallScene(handle.Result.Scene, builder => builder.AddSingleton(\"Beautiful\"));\n\t\thandle.Result.ActivateAsync();\n\t};\n    }\n}\n```\n19. Assign it to any gameobject at `Boot` scene\n20. Thats it, hit play while on `Boot` scene\n21. When Greet scene is loaded, there should be 3 instances implementing string contract\n22. So when Greeter::Start is called, you should see the following log in the unity console: `Hello Beautiful world`\n\n---\n\n## 🎬 Execution Order\n<p align=\"center\">\n  <img src=\"Graphics/execution-order.png\" />\n</p>\n\n---\n\n## 🎯 Injection Strategy\nBeginning from version 8.0.0, Reflex stops injecting all scenes automatically on Start, to start injecting only scenes with a SceneScope on Awake.\nThis allows users to consume injected dependencies on callbacks such as Awake and OnEnable while giving more granular control on which scenes must be injected or not.\n\n---\n\n## 🌱 Container Hierarchy\n### Default Behaviour\nReflex's default strategy for creating containers involves initially generating a root project container. For each newly loaded scene, an additional container is created, which always inherits from the root project container. This container hierarchy mirrors the flat hierarchy of Unity scenes. You can see how the structure looks like below:\n\n```mermaid\ngraph\nProjectContainer --> BootScene\nProjectContainer --> LobbyScene\nProjectContainer --> GameModeOneScene\nProjectContainer --> GameModeTwoScene\n```\n\n### Scene Parent Override\n\nIf you want a scene to inherit services from another scene, you can use the `ReflexSceneManager::OverrideSceneParentContainer` method. This feature provides developers with more granular control over which parent container is used for each newly loaded scene.\n\n```csharp\n// Scene Manager Sample\nvar bootScene = SceneManager.GetSceneByName(\"Boot\");  \nvar sessionScene = SceneManager.LoadScene(\"Session\", new LoadSceneParameters(LoadSceneMode.Additive));  \nReflexSceneManager.OverrideSceneParentContainer(scene: sessionScene, parent: bootScene.GetSceneContainer());\n\n// Addessable Sample\nvar handle = Addressables.LoadSceneAsync(\"Session\", LoadSceneMode.Additive, activateOnLoad: false);\nawait handle.Task;\nvar bootScene = SceneManager.GetSceneByName(\"Boot\");\nReflexSceneManager.OverrideSceneParentContainer(scene: handle.Result.Scene, parent: bootScene.GetSceneContainer());\nhandle.Result.ActivateAsync();\n```  \n\nBy utilizing this API, you can create hierarchical structures such as the one shown below:\n\n```mermaid\ngraph\nProjectContainer-->BootScene\nBootScene-->LobbyScene\nLobbyScene-->GameModeOneScene\nLobbyScene-->GameModeTwoScene\n```\n\n\n>1. Please note that it is not possible to override the parent container for the initial scene loaded by Unity.\n>2. Exercise caution when managing the scene lifecycle with this type of hierarchy. For example, unloading a parent scene before its child scenes can lead to unexpected behavior, as the parent container will be disposed while the child scenes are still active. As a general rule, always unload the scene hierarchy from the bottom up, starting with the child scenes and progressing to the parent scenes.\n\n\n\n---\n\n## 📦 Scopes\nContainer scoping refers to the ability of being able to create a container inheriting the registrations of its parent container while also being able to extend it.\n\n### Project Scope\nIt is root scope.\nIt is created just before first scene opens by relying on `[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]`\nTo register bindings to it, create a prefab, name it how you wish, the name is not used as a identifier, put it inside any Resources folder, and attach a \"ProjectScope\" component to it.\nThen, create your installer as MonoBehaviour and implement IInstaller interface.\nRemember to attach your installer to the ProjectScope prefab, as ProjectScope searches for every child implementing IInstaller when it's time to create the ProjectScope container.\nThere's a menu item to ease the process: Assets > Create > Reflex > ProjectScope\nYou can create multiple ProjectScope in many different Resources folders across the project, and when its time to create the project container, all active ProjectScope prefabs will be merged, this allow a better separation of concerns if required.\nNote that ProjectScope prefab is not required, in case Reflex does not find any ProjectScope, an empty root will be created.\nProjectScope instance will be disposed once app closes/app quits.\n> Note that unity does not call OnDestroy deterministically, so rule of thumb is do not rely on injected dependencies on OnDestroy event functions.\n\n### Scene Scope\nIt is scoped from ProjectScope, inheriting all bindings from ProjectScope.\nIt is created and injected before Awake. \nTo register bindings to it, create a gameobject on desired scene, name it \"SceneScope\", put it as root game object, and attach a \"SceneScope\" component to it.\nThen, create your installer as MonoBehaviour and implement IInstaller interface.\nRemember to attach your installer to your SceneScope gameobject, as SceneScope searches for every child implementing IInstaller when it's time to create the SceneScope container.\nThere's a menu item to ease the process: GameObject > Reflex > Scene Context\nRemember to have a single SceneScope to avoid undesired behaviour.\nNote that SceneScope gameobject is required only if you want its scene to be injected, in case Reflex do not find SceneScope, the scene injection will be skipped for that specific scene missing SceneScope.\nSceneScope instance will be disposed once scene is unloaded.\n> Note that unity does not call OnDestroy deterministically, so rule of thumb is do not rely on injected dependencies on OnDestroy event functions. \n\n### Manual Scoping\n```csharp\nusing var scopedContainer = parentContainer.Scope(builder =>  \n{  \n  // Extend your scoped container by adding extra registrations here  \n});\n```\n\n## 🔩 Bindings\n\n### AddSingleton (From Type)\n```csharp\nContainerBuilder::AddSingleton(Type concrete, params Type[] contracts)\n```\nAdds a deferred object creation based on the type to be constructed and its contracts.\nThe object will be constructed lazily, once first request to resolve any of its contracts is called.\nThen **same** object will always be returned.\nIf object implements `IDisposable` it will be disposed when its parent Container are disposed.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n### AddSingleton (From Value)\n```csharp\nContainerBuilder::AddSingleton(object instance, params Type[] contracts)\n```\nAdds an object already constructed by the user to the container as a singleton, everytime the contracts given is asked to be resolved, the same object will be returned.\nIf object implements `IDisposable` it will be disposed when its parent Container are disposed.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n### AddSingleton (From Factory)\n```csharp\nContainerBuilder::AddSingleton<T>(Func<Container, T> factory, params Type[] contracts)\n```\nAdds a deferred object creation based on the given factory and its contracts.\nThe object will be constructed lazily, once first request to resolve any of its contracts is called.\nThe factory will be ran once, and then the **same** object will always be returned.\nIf object implements `IDisposable` it will be disposed when its parent Container are disposed.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n### AddTransient (From Type)\n```csharp\nContainerBuilder::AddTransient(Type concrete, params Type[] contracts)\n```\nAdds a deferred object creation based on the type to be constructed and its contracts.\nThe object will be constructed lazily, once first request to resolve any of its contracts is called.\nThen for any request of any contract, a new object will be created, use this carefully.\nIf object implements `IDisposable` it will be disposed when the container who constructed the instance are disposed, and eventually collected when GC kicks in.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n### AddTransient (From Factory)\n```csharp\nContainerBuilder::AddTransient(Func<Container, T> factory, params Type[] contracts)\n```\nAdds a deferred object creation based on the given factory and its contracts.\nThe object will be constructed lazily, once first request to resolve any of its contracts is called.\nThen for any request of any contract, a new object will be created, use this carefully.\nIf object implements `IDisposable` it will be disposed when the container who constructed the instance are disposed, and eventually collected when GC kicks in.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n### AddScoped (From Type)\n```csharp\nContainerBuilder::AddScoped(Type concrete, params Type[] contracts)\n```\nVery similar to AddSingleton API, however, instead of having a single global instance, AddScoped creates one object instance per container.\nIf object implements `IDisposable` it will be disposed when the container who constructed the instance are disposed, and eventually collected when GC kicks in.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n### AddScoped (From Factory)\n```csharp\nContainerBuilder::AddScoped(Func<Container, T> factory, params Type[] contracts)\n```\nVery similar to AddSingleton API, however, instead of having a single global instance, AddScoped creates one object instance per container.\nIf object implements `IDisposable` it will be disposed when the container who constructed the instance are disposed, and eventually collected when GC kicks in.\nThere's no need to pass `IDisposable` as contract to have your object disposed, however, if you want to retrieve all `IDisposable` by any API `Single<TContract>`, `Resolve<TContract>` or `All<TContract>` then yes, you have to specify it.\n\n## 🔍 Resolving\n### Constructor\nIf your type is non-mono, and it's going to be created by the container, then the most recommended way to inject dependencies into it its by constructor injection.\nIt's simply as just requesting the contracts you need as following example:\n```csharp\nprivate class Foo\n{  \n\t...\n  \n\tpublic NumberManager(IInputManager inputManager, IManager[] managers)  \n\t{  \n\t\t...\n\t}  \n}\n```\n\n> Note that constructor injection relies on `Resolve<TContract>` API, so in case there's two objects with `IInputManager` contract, the last one will be injected. \n\n### Attribute\nAttribute injection is the way to go for **MonoBehaviours**.\nYou can use it to inject fields, writeable properties and methods like following:\n```csharp\nclass Foo : MonoBehaviour  \n{  \n\t[Inject] private readonly IInputManager _inputManager;  \n\t[Inject] public IManager[] Managers { get; private set; }\n  \n\t[Inject]  \n\tprivate void Inject(int[] numbers) // Method name here does not matter  \n\t{  \n\t  ...\n\t}  \n}\n```\n> Note that attribute injection also works on non-mono classes.\n### Single\n`Container::Single<TContract>` actually validates that there's a single binding implementing given contract, and returns it.\nIf there's more than one the following exception will be thrown.\n```\nInvalidOperationException: Sequence contains more than one element\n```\nIt's recommended for every binding that you know that there should be a single binding implementing the contract.\n### Resolve\n`Container::Single<TContract>` runs no validations, and return the last valid object implementing given contract.\n\n### All\n`Container::All<TContract>` returns all objects implementing given contract.\nExample:\n```csharp\nprivate void Documentation_Bindings()  \n{\n\tvar container = new ContainerBuilder()\n\t\t.AddSingleton(1)\n\t\t.AddSingleton(2)\n\t\t.AddSingleton(3)\n\t\t.Build();\n\n\tDebug.Log(string.Join(\", \", container.All<int>())); // Prints: 1, 2, 3\n}\n```\n\n---\n\n## 🪝 Callbacks\n### `ContainerBuilder::OnContainerBuilt`\nOnContainerBuilt is a instance callback of ContainerBuilder, it is called once the container is fully built and initialized properly. \n\n---\n\n## 🔖 Attributes\n### InjectAttribute\nShould be used to inject fields, writeable properties and methods like following:\n```csharp\nclass Foo : MonoBehaviour  \n{  \n\t[Inject] private readonly IInputManager _inputManager;  \n\t[Inject] public IManager[] Managers { get; private set; }  \n  \n\t[Inject]  \n\tprivate void Inject(int[] numbers) // Method name here does not matter  \n\t{  \n\t  ...\n\t}  \n}\n```\n> Note that `InjectAttribute` also works on non-mono classes.\n\n### ReflexConstructorAttribute\nCan be placed on constructors, telling reflex which constructor to use when instantiating an object.\nBy default its not required, as usually injected classes have a single constructor, so by default reflex tries to find the constructor with most arguments.\nBut sometimes this can be required if you need more granular control on which construtor reflex should use.\n\n---\n\n## 💉 Manual Injection\n\nIf objects (plain old c# objects or unity objects) are created during runtime, theres no way reflex can detect this creation to auto inject the object, this needs to be done manually using one of the following methods:\n\n```csharp\nAttributeInjector::void Inject(object obj, Container container)\n// Injects given object fields, properties and methods that was annotated with Inject attribute\n```\n\n```csharp\nConstructorInjector::object Construct(Type concrete, Container container)\n// construct object of given type, using the constructor with most parameters, using given container to pull the constructor arguments\n```\n\n```csharp\nGameObjectInjector::void InjectSingle(GameObject gameObject, Container container)\n// Optimized code meant to find injectables (MonoBehaviours) from a given GameObject, to then, inject using AttributeInjector\n// This option injects only the first MonoBehaviour found on the given GameObject\n```\n\n```csharp\nGameObjectInjector::void InjectObject(GameObject gameObject, Container container)\n// Optimized code meant to find injectables (MonoBehaviours) from a given GameObject, to then, inject using AttributeInjector\n// This option injects all MonoBehaviours found on the given GameObject (not recursively, so it does not account for children) \n```\n\n```csharp\nGameObjectInjector::void InjectRecursive(GameObject gameObject, Container container)\n// Optimized code meant to find injectables (MonoBehaviours) from a given GameObject, to then, inject using AttributeInjector\n// This option injects all MonoBehaviours found on the given GameObject and its childrens recursively \n```\n\n```csharp\nGameObjectInjector::void InjectRecursiveMany(List<GameObject> gameObject, Container container)\n// Optimized code meant to find injectables (MonoBehaviours) from a given GameObject, to then, inject using AttributeInjector\n// This option injects all MonoBehaviours found on the given list of GameObject and its childrens recursively \n```\n### Components\nAn alternative approach is to utilize the `GameObjectSelfInjector`, which can be attached to a prefab to resolve its dependencies at runtime. Through the inspector, you can select the injection strategy: `Single`, `Object`, or `Recursive`. Each strategy invokes the corresponding method in the `GameObjectInjector` class.\n\n---\n\n## 🧩 Extensions\n```csharp\n// Allows you to get a scene container, allowing you to resolve/inject dependencies in a different way during runtime\nSceneExtensions::GetSceneContainer(this Scene scene)\n{\n    return UnityInjector.ContainersPerScene[scene];\n}\n\n// Usage example:\nvar foo = gameObject.scene.GetSceneContainer().Resolve<IFoo>();\n```\n\n---\n\n## 🐛 Debugger\n\nIt can be accessed from menu item  Window → Analysis → Reflex Debugger, or from shortcut CTRL + E.  \nTo enable reflex debug mode you must go to Edit → Project Settings → Player, then in the Other Settings panel, scroll down to Script Compilation → Scripting Define Symbols and add `REFLEX_DEBUG`. This can be easily achieved by clicking on the bug button at bottom right corner inside Reflex Debugger Window.\n> Note that debug mode reduces performance and increases memory pressure, so use it wisely.  \n\n![Preview](Graphics/reflex-debugger.png)  \n\n### Legend\n\n| Icon                                                                                                    | Name                                                                                                                                                                                            | Description                                                                                                                                                                          |\n|---------------------------------------------------------------------------------------------------------|:------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|:-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| <img style='vertical-align:middle;' src='Graphics\\icon-container.png' alt=\"Container Icon\" width=\"24\">  | Name taken from `Name` property of a `Container` instance. Scene containers uses `scene.name` + `scene.GetHashCode()`, so you can differentiate between two instances of the same opened scene. | Represents a container, containers has a collection of bindings                                                                                                                      |\n| <img style='vertical-align:middle;' src='Graphics\\icon-resolver.png' alt=\"Container Icon\" width=\"24\">   | Name created from the array of contracts you described your binding.                                                                                                                            | Represents a binding, bindings has a collection of instances, singleton will have only one instance, transients can have many instances and factories depends on your implementation |\n| <img style='vertical-align:middle;' src='Graphics\\icon-instance.png' alt=\"Container Icon\" width=\"24\">   | Name taken from `Name` property of the `Type` of the concrete object.                                                                                                                           | Represents a instance, it's the concrete object that were created by the parent binding and it's being injected to consumers                                                           |\n\nDebugger window allows you to inspect the following:\n- Hierarchy of Containers, Bindings and Instances\n- Binding Contracts, Kind and Lifetime\n- Binding Resolution Count\n- Container construction call stack (who created the container)\n- Binding construction call stack (who created the binding)\n- Instance construction call stack (who resolved the binding making selected instance to be instantiated)\n\n---\n\n## 🪛 Settings\nIt's a  `ReflexSettings` scriptable object instance, named `ReflexSettings` that should live inside a `Resources` folder.\nIt can be created by asset menu item Assets → Create → Reflex → Settings.\n\nCurrently, logging verbosity is configured in this file, and default value is set to `Info`\n\n> Non-obligatory to have but projects without it will fallback using default settings\n\n---\n\n## 📊 Performance\n> Resolving ten thousand times a transient dependency with four levels of chained dependencies. See [NestedBenchmarkReflex.cs](Assets/Reflex.Benchmark/NestedBenchmarkReflex.cs).\n\n### Android + Mono\n|           | GC      | Time    | GC Ratio | Time Ratio |\n|-----------|--------:|--------:|---------:|-----------:|\n| Reflex    | 54.7KB  | 9.3ms   | 1x       | 1x         |\n| Zenject   | 512KB   | 63.2ms  | 9.36x    | 6.79x      |\n| VContainer| 128.9KB | 29.8ms  | 2.35x    | 3.20x      |\n\n### Android + IL2CPP\n|           | GC      | Time   | GC Ratio | Time Ratio |\n|-----------|--------:|-------:|---------:|-----------:|\n| Reflex    | 140.6KB | 7.4ms  | 1x       | 1x         |\n| Zenject   | 1024KB  | 23.6ms | 7.28x    | 3.18x      |\n| VContainer| 257.8KB | 9.2ms  | 1.83x    | 1.24x      |\n\n### Windows + Mono\n|           | GC      | Time   | GC Ratio | Time Ratio |\n|-----------|--------:|-------:|---------:|-----------:|\n| Reflex    | 109.4KB | 1.2ms  | 1x       | 1x         |\n| Zenject   | 1024KB  | 9.2ms  | 9.36x    | 7.66x      |\n| VContainer| 257.8KB | 3.3ms  | 2.35x    | 2.75x      |\n\n### Windows + IL2CPP\n|           | GC      | Time   | GC Ratio | Time Ratio |\n|-----------|--------:|-------:|---------:|-----------:|\n| Reflex    | 140.6KB | 2.9ms  | 1x       | 1x         |\n| Zenject   | 1024KB  | 9.3ms  | 7.28x    | 3.20x      |\n| VContainer| 257.8KB | 5.1ms  | 1.83x    | 1.75x      |\n\n## 🤝 Support\n\nAsk your questions and participate in discussions regarding Reflex related and dependency injection topics at the Reflex Discord server. \n\n<a href=\"https://discord.gg/XM47TsGScH\"><img src=\"https://amplication.com/images/discord_banner_purple.svg\" /></a>\n\n---\n\n## 📜 License\nReflex is distributed under the terms of the MIT License.\nA complete version of the license is available in the [LICENSE](LICENSE) file in\nthis repository. Any contribution made to this project will be licensed under\nthe MIT License.\n","readmeFilename":"README.md"}