UniRx (Reactive Extensions) library expert for legacy Unity projects. Specializes in UniRx-specific patterns, Observable streams, and ReactiveProperty. Use for maintaining existing UniRx codebases. For new projects, use unity-r3 skill instead.
This skill inherits all available tools. When active, it can use any tool Claude has access to.
UniRx is a legacy Reactive Extensions library for Unity, widely used in pre-2022 Unity projects. For new projects, prefer R3 (unity-r3 skill).
Library: UniRx by neuecc
UniRx vs R3: UniRx is the predecessor to R3. R3 offers better performance and modern C# features, but UniRx is still maintained and used in many existing projects.
Status: ⚠️ Legacy library - Maintained but not actively developed. New projects should use R3.
Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType), csharp-async-patterns (async fundamentals), unity-async (Unity context)
Core Topics:
Learning Path: C# events → UniRx basics → Observable composition → MVVM with UniRx
using UniRx;
using UnityEngine;
public class Example : MonoBehaviour
{
void Start()
{
// Button clicks
button.OnClickAsObservable()
.Subscribe(_ => Debug.Log("Clicked"))
.AddTo(this);
// Update loop as observable
Observable.EveryUpdate()
.Where(_ => Input.GetKeyDown(KeyCode.Space))
.Subscribe(_ => Jump())
.AddTo(this);
// Time-based
Observable.Timer(TimeSpan.FromSeconds(1))
.Subscribe(_ => Debug.Log("1 second passed"))
.AddTo(this);
}
}
using UniRx;
public class Player : MonoBehaviour
{
// IntReactiveProperty is UniRx-specific
public IntReactiveProperty Health = new IntReactiveProperty(100);
public ReadOnlyReactiveProperty<bool> IsDead;
void Awake()
{
IsDead = Health
.Select(h => h <= 0)
.ToReadOnlyReactiveProperty();
IsDead.Where(dead => dead)
.Subscribe(_ => OnDeath())
.AddTo(this);
}
public void TakeDamage(int amount)
{
Health.Value -= amount;
}
}
using UniRx;
// Global event system
public class GameEvents
{
public struct PlayerDiedEvent { }
public struct ScoreChangedEvent { public int NewScore; }
}
// Publish
MessageBroker.Default.Publish(new GameEvents.PlayerDiedEvent());
// Subscribe
MessageBroker.Default.Receive<GameEvents.PlayerDiedEvent>()
.Subscribe(_ => ShowGameOver())
.AddTo(this);
using UniRx;
public class ViewModel
{
// Command can be enabled/disabled reactively
public ReactiveCommand AttackCommand { get; }
private IntReactiveProperty mStamina = new IntReactiveProperty(100);
public ViewModel()
{
// Command only enabled when stamina > 10
AttackCommand = mStamina
.Select(s => s > 10)
.ToReactiveCommand();
AttackCommand.Subscribe(_ => ExecuteAttack());
}
}
using UniRx;
using System.Threading.Tasks;
async Task DoBackgroundWork()
{
// Do background work
await Task.Run(() => HeavyComputation());
// Return to Unity main thread
await UniRx.MainThreadDispatcher.SendStartCoroutine(UpdateUI());
}
// Input field with validation
inputField.OnValueChangedAsObservable()
.Where(text => text.Length >= 3)
.Throttle(TimeSpan.FromMilliseconds(500))
.Subscribe(text => ValidateInput(text))
.AddTo(this);
// Toggle button
toggle.OnValueChangedAsObservable()
.Subscribe(isOn => OnToggleChanged(isOn))
.AddTo(this);
// Convert coroutine to observable
Observable.FromCoroutine<string>(observer => GetDataCoroutine(observer))
.Subscribe(data => ProcessData(data))
.AddTo(this);
IEnumerator GetDataCoroutine(IObserver<string> observer)
{
UnityWebRequest www = UnityWebRequest.Get(url);
yield return www.SendWebRequest();
observer.OnNext(www.downloadHandler.text);
observer.OnCompleted();
}
// ViewModel
public class PlayerViewModel : IDisposable
{
private CompositeDisposable mDisposables = new CompositeDisposable();
public IReadOnlyReactiveProperty<int> Health { get; }
public IReadOnlyReactiveProperty<string> Status { get; }
public ReactiveCommand HealCommand { get; }
private IntReactiveProperty mHealth = new IntReactiveProperty(100);
public PlayerViewModel()
{
Health = mHealth.ToReadOnlyReactiveProperty().AddTo(mDisposables);
Status = mHealth
.Select(h => h <= 30 ? "Critical" : h <= 70 ? "Wounded" : "Healthy")
.ToReadOnlyReactiveProperty()
.AddTo(mDisposables);
HealCommand = mHealth
.Select(h => h < 100)
.ToReactiveCommand()
.AddTo(mDisposables);
HealCommand.Subscribe(_ => mHealth.Value += 20).AddTo(mDisposables);
}
public void Dispose()
{
mDisposables.Dispose();
}
}
If migrating from UniRx to R3:
// UniRx
IntReactiveProperty health = new IntReactiveProperty(100);
ReadOnlyReactiveProperty<bool> isDead = health
.Select(h => h <= 0)
.ToReadOnlyReactiveProperty();
// R3 (nearly identical)
ReactiveProperty<int> health = new ReactiveProperty<int>(100);
ReadOnlyReactiveProperty<bool> isDead = health
.Select(h => h <= 0)
.ToReadOnlyReactiveProperty();
using UniRx; → using R3;IntReactiveProperty → ReactiveProperty<int>Observable.ReturnOnMainThread() and Unity's SynchronizationContextObservable.FromAsync()UniRx performance is good but R3 offers:
For performance-critical applications on Unity 2022+, migrate to R3.
For detailed UniRx patterns, refer to:
Migration Guide: See unity-r3 skill for R3 patterns and migration considerations.