Ez Bind on the Asset Store can be found here.
Data binding is a general technique that binds variables together and synchronizes their values.
In a data binding process, each data change in the bind Source is reflected automatically in the Observers that are bound to it. Ez Bind is a one-to-many solution (one Source - to - many Observers)
You can bind properties and variables between different classes and you can virtually bind everything, even between different scenes.
Ez Bind performs automatic cleanup of removed (destroyed) objects, having a solid software architecture with a modular design. This allows the binding of data without the need of writing code.
This approach is used for the MVVM (Model-View-ViewModel) pattern that is very popular in the C# world.
Ez Bind has been optimized for all the mobile platforms.
DOCUMENTATION | VIDEOS | SUPPORT
Features
- Professional Data Binding
- Scene Independent Data Binds
- Data Binding Across Different Scenes
- Intelligent Bind System
- Clean Custom Inspector
- Optimized for Mobile
- Easy to Use. Intuitive design
- Supports all platforms
- Comes with full C# source code
- Dedicated support
- Tutorials on our YouTube Channel
As game devs ourselves, we are dedicated to continually improving and expanding our assets, based on everyone’s feedback, and also providing top-notch support.
1 Like
Great asset, very straightforward to setup directly in the inspector, but if I could make one suggestion, when binding to text, would be nice if I could add a modifier in the inspector rather than having to do it in code.
e.g.
Observer
Text
Source
Float
This sets text.string=float.toString();
Would be useful if in the inspector could have the equivalent of text.string=“some text”+float.tostring();
Hi,
Thank you for the suggestion. We have considered something similar but ultimately we decided against it for the first release of the asset due to efficiency concerns. We will keep searching for a solution that scales well, aiming to include it in a future release.
Cheers,
Alex
EZ ENTERTAINMENT
Hello all!
I have a quick question… Is it possible to bind to an EZDataManager Array Element?
Hello @Zanderfax ,
Unfortunately, at the moment, it is not possible to bind to elements of Arrays or Lists. We were unable to find a viable and efficient solution to this issue.
Cheers,
Alex.
Thanks for the info Alex.
As a side note both the EZBind and EZDataManager assets are excellent!
Z
Is anyone else getting a “[EzBind] - Error when adding a new bind named “nameHere” : An element with the same key already exists in the dictionary.” on scene change?
Not entirely sure what is going wrong here.
Thanks in advance!
Hi @Meatloaf4 ,
As discussed over email, the issue comes from our old singleton implementation in v1 of the asset. If anyone else has this problem, please email us for the fix.
Cheers,
Alex.
Hi, just quick question regarding import Ez Assets. All packages are great 
Maybe you know this issue but for sure, If new project ic created in Unity 2017.1.1p3 (mac osx 10.12.6) (2d, disabled analytics) and selected to add only these assets (Bind, DataManager, DefineSymbols, Polly) Im getting this error:
Assets/Plugins/Ez/Bind/Scripts/Editor/BindResources.cs(5,10): error CS0234: The type or namespace name Internal' does not exist in the namespace Ez’. Are you missing an assembly reference?
Assets/Plugins/Ez/Bind/Scripts/Editor/BindResources.cs(14,23): error CS0246: The type or namespace name `GTexture’ could not be found. Are you missing an assembly reference?
Only fixed when Im import EzBind again manually. Which package from (DataManager, DefineSymbols, Polly) break the bind asset source files? Must be something about shared folder. When fix will be available on asset store? Or do you already have fixed package?
Let me now if problem is confirmed or if you need more info. Thank you
Hello @WhiteGfx !
We are aware of this issue. In order to reduce project clutter and not have duplicate resources that are used separetely by each asset, we have a common infrastructure for handling the editor/inspector and its resources. An unfortunate side-effect has been the issue you encountered - caused by the evolution of the editor infrastructure in the case of different assets.
A major update and overhaul of all assets is currently in production - this will bring big changes both on the editor side as well as runtime optimisations and new functionalities. To avoid problems such as the one you have encountered, we will update all assets at once so, at this time, we cannot give you a definitive timeframe for the update - we want it to be as soon as possible, of course :).
In the mean time, to avoid the editor errors, a simple workaround is to manually import our assets in a specific order:
- always import Ez Define Symbols first
- import Ez Ads/Ez Data Manager/Pooly - generally in any order, but we can confirm this works

- always import Ez Bind last
Cheers,
Alex.
1 Like
Hello everyone!
We’re very excited to announce EzBind - Live Data version 2.0! Check out the introduction to the new version and the tutorial on how to upgrade on our YouTube channel:
EzBind - Live Data v2.0 Introduction:
Upgrade Guide for Ez assets - from version 1.x to version 2.x:
Cheers!
Hello @sharkyro - I had a question before i buy EZ Bind - I have created a data system based on scriptable objects - I store almost all of my data in scriptable objects and have a system that can serialize and deserialize a list of scriptable objects to disk for persistance/saving/etc. I would like to buy EZ Bind and do data binding from these scriptable objects to things in the game. Does EZ Bind support binding to source data from a scriptable object?
Hi @Rocktavious ! The answer is yes - starting with v2.0, EzBind fully supports binding to/from ScriptableObjects.
At the moment, the only limitation is that it is not permitted to bind on Arrays/Lists nor on their members. You can, however, bind serializable custom classes - and, if a serializable list or array is member of that class, it will be synchronized as well (but only in whole, you still can’t bind members). Since ScriptableObjects are serializable, you shouldn’t experience any problems.
Cheers,
Alex.
@sharkyro Thanks, and double thanks for the mention on lists - as that was going to be my next question. Does that mean it is permitted to bind to list members for a field on a gameobject?
I purchased EzBind - but i noticed it does not have support for Unity 2017.3’s Assembly Definitions files. I have a large project and not having these Assembly Definitions files really drags down compile times. Is this something you guys are looking into?
I tried adding some into the folder structure but it looks like you guys have circular dependencies between the “shared” code and the other Ez tools (i also installed EzDefine)
This will make Assembly Definitions impossible to implement untill you fix the circular dependencies.
Happy to provide any guidance on what needs to be fixed and/or where the place the Assembly Definitions files.
Also it looks like you cannot move the top level Ez folder to anywhere else in the project - you get errors when you open the control panel from the Quick tooling saying Texture is Empty and/or not finding the settings scriptable objects.