#Saneject
🐉 Tails (VR Snake) Dev Log #5. Back with a big under-the-hood change: now powered by Saneject, my editor-time DI framework for Unity. No more GetComponent chaos or fragile drag and drop. Clean DI structure with inspector visibility.

#TailsVR #Saneject #GameDev #Unity3D #VR #XR
October 7, 2025 at 10:03 AM
Unity AAA demo: green bean chases red bean. OK it looks awful, but it's actually a learning demo that ships with Saneject (Unity editor-time DI). Catch beans, learn DI!

🏷️ v0.9.0 beta
🧩 Unity 2022.3.12f1 → 6.2
🔗 github.com/alexanderlarsen/Saneject

#Unity #Unity3D #GameDev #IndieDev #OpenSource
August 18, 2025 at 10:04 AM
Haven't posted about Saneject in a while, but I've been busy improving APIs, UX, inspectors, workflows, and binding tools + testing it in Tails. It’s come a long way!
New v0.17.0 adds method injection ([Inject] on methods) and more.
🔗 github.com/alexanderlarsen/Saneject
#Unity3D #Saneject
GitHub - alexanderlarsen/Saneject: Dependency injection the Unity way.
Dependency injection the Unity way. Contribute to alexanderlarsen/Saneject development by creating an account on GitHub.
github.com
October 29, 2025 at 7:58 PM
Saneject 0.19.0 is out. The new batch injector is finally stable after lots of late night hacking. Dependency inject your entire Unity project at edit time in one click. Fast, predictable and quite the time-saver

🔗 github.com/alexanderlar...

#Unity3D #Saneject #GameDev #IndieDev
November 29, 2025 at 8:03 PM
Introducing Saneject → Dependency injection that feels native to Unity.
Editor-time resolution, no runtime container, no surprises.
Clean, easy to use, Inspector-friendly, with serialized interfaces!
Beta out now → github.com/alexanderlar...

#Unity3D #GameDev #IndieDev #MadeWithUnity #OpenSource
GitHub - alexanderlarsen/Saneject: Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises.
Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises. - alexanderlarsen/Saneject
github.com
July 7, 2025 at 3:58 PM
Small dev update: I've been deep in Saneject recently. Tails isn't dead though, just paused for a bit to focus on one project at a time. Once Saneject 1.0.0 is shipped, I'll be back on the VR snake 🐉

#TailsVR #Saneject #Unity3D #GameDev #IndieDev
January 28, 2026 at 3:12 PM
Saneject 1.0.0 is getting close. If nothing weird turns up, I should ship it next week 👀

#Saneject #Unity3D #GameDev #IndieDev
April 12, 2026 at 9:49 AM
Unity can't serialize references between scenes and prefabs.

That often leads to workarounds like singletons or Find calls at runtime.

Saneject handles this with serializable runtime proxies that swap to the real instance at startup.

#Saneject #Unity3D #GameDev #IndieDev
May 23, 2026 at 3:54 PM
Dependency issues in Unity often show up late and can be tricky to trace.

Saneject DI surfaces everything in the Editor in one pass, with detailed logs and a clear summary.

Faster feedback, easier debugging.

#Saneject #Unity3D #GameDev #IndieDev
May 18, 2026 at 4:05 PM
The final boss before Saneject 1.0.0:

338 legacy tests vs a completely rewritten architecture with new assumptions.

When this is done, 1.0.0 ships after 10 months in the making 🚀

#Saneject #Unity3D #GameDev #IndieDev
March 20, 2026 at 11:21 AM
Final feature before Saneject 1.0.0: a project wide batch injection window that injects all or selected scenes/prefabs in one click with full summary. Easily one of the most useful additions and a huge time saver once projects grow #Saneject #Unity3D #DependencyInjection
November 17, 2025 at 2:01 PM
Spent today writing a new Scope Inspector for the Saneject rewrite.
Shows context + hierarchy (scope-only mirror of transform hierarchy, with other contexts grayed out), quick navigation to scope GameObjects, and shortcuts for various injection modes #Saneject #Unity3D
January 30, 2026 at 6:56 PM
Planning to get back to work on Tails soon 🐉
Got a bit sidetracked improving the architecture… and accidentally built a full open source DI system instead. Saneject actually started as a small thing for Tails, so now I get to really battletest it.

#Unity3D #GameDev #IndieDev #VR #Saneject #TailsVR
July 8, 2025 at 9:39 PM
As your Unity project grows, dependency management gets messy fast.

Saneject lets you run edit-time DI across your whole project in one go.

Inject scenes and prefabs, get per-item logs and a final summary. Catch issues before play.

#Saneject #Unity3D #GameDev #IndieDev
May 17, 2026 at 7:42 AM
⚙️ Saneject v0.7.0 update is out. Easy Unity DI with zero runtime overhead or second lifecycle. Injects dependencies in-editor into serialized fields (yes, interfaces too). Now with collection injection, advanced filtering, 225 unit tests, and more!

#Unity #GameDev #IndieDev #DI #OpenSource #XR
GitHub - alexanderlarsen/Saneject: Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises.
Dependency injection that feels native to Unity. Resolve your dependencies in the Editor. No runtime container, no surprises. - alexanderlarsen/Saneject
github.com
August 4, 2025 at 11:53 AM
With Saneject, you are not locked into one way of wiring dependencies.

Bind from scenes, prefabs, or assets, and filter exactly what gets injected using a simple, fluent C# API.

Flexible enough for real projects.

#Saneject #Unity3D #GameDev #IndieDev
May 16, 2026 at 3:54 PM
Saneject is getting real docs soon. The README can finally stop pretending it was a docs site this whole time. I've been building a proper DocFX site for 1.0.0 with everything there is to know about the framework. Excited to share it soon.
#Saneject #Unity3D #GameDev #IndieDev
March 15, 2026 at 8:34 PM
Runtime DI in Unity often means extra lifecycle, hidden wiring, and errors showing up in Play Mode.

Saneject moves that work to the Editor.

Errors surface earlier, wiring is visible, and startup stays close to normal Unity.

#Saneject #Unity3D #GameDev #IndieDev
May 9, 2026 at 3:54 PM
Saneject 0.21.0 beta is out. I thought I was this close to shipping 1.0.0. Found a minefield of context isolation edge cases instead 😬 So I rewrote the context isolation system. Scenes, prefab assets/instances, now totally siloed (optionally).
#Saneject #Unity3D #GameDev
December 17, 2025 at 9:19 PM
Unity does not serialize interfaces, which makes DI and code in general awkward.

Saneject (edit-time DI) has a fix for that. Mark interfaces with [SerializeInterface] to serialize them and show up in the Inspector. No wrappers, no hacks

#Saneject #Unity3D #GameDev #IndieDev
May 11, 2026 at 4:05 PM
Saneject is edit-time DI for Unity that works with how you already write code.

Fields, properties, interfaces, collections, even method params.

Just mark what you need and inject in the Editor.

#Saneject #Unity3D #GameDev #IndieDev
May 10, 2026 at 7:42 AM
I released Saneject a few weeks ago.

It is a Unity DI framework that injects in the Editor, not Play Mode. Dependencies are serialized, visible in the Inspector, and ready when the game starts.

No runtime container. No startup cost.

#Saneject #Unity3D #GameDev #IndieDev
May 2, 2026 at 3:54 PM
Unity code often ends up with slow Find/GetComponent calls, null checks, and hidden deps. It works but gets messy fast.

Saneject is edit-time DI that helps keep your classes cleaner and easier to reason about.

#Saneject #Unity3D #GameDev #IndieDev
May 3, 2026 at 7:42 AM
Had enough of Unity’s half-serialized, half-GetComponent dependency spaghetti creeping into every class? 🍝🙅🏻‍♂️

Saneject injects dependencies at editor-time: clean API, declarative rules, full Inspector visibility. No runtime container, no second lifecycle.

#Unity #GameDev #IndieDev #OpenSource
August 21, 2025 at 10:51 AM
Unity DI sounds complex, but Saneject makes it pretty simple:

1. Mark fields with [Inject]
2. Add bindings in a scene or prefab Scope
3. Click Inject in the Editor

Everything is now injected in the Editor and ready for play mode.

#Saneject #Unity3D #GameDev #IndieDev
May 4, 2026 at 4:07 PM