
I keep getting errors complaining about circular reference! How to address this?.What games/applications/libraries are using Zenject?.Are there any more sample projects to look at?.How do I use Unity style Coroutines in normal C# classes?.Does this work on AOT platforms such as iOS and WebGL?.Is there a way to integrate with the upcoming Unity ECS?.Isn't this overkill? I mean, is using statically accessible singletons really that bad?.Creating Unity EditorWindow's with Zenject.Just-In-Time Resolving Using LazyInject.Writing Automated Unit Tests / Integration Tests.Factories: Creating Objects Dynamically.Using Zenject Outside Unity Or For DLLs.General Guidelines / Recommendations / Gotchas / Tips and Tricks.
Using the Unity Inspector To Configure Settings. BindInterfacesTo and BindInterfacesAndSelfTo. In videos and gameplay there is a transparent image which seems to be a zoomed copy of the "normal" rendering. You may use DSP LLE to keep video and audio sync in videos but slows down the whole game. Good, set dx9 rendering, set framerate limit to 70FPS (PAL version) to have a normal speed. Set EFB Copies to RAM and uncheck Enable Cache, has "ghost images" if set otherwise. Nearly perfect, very rare minor graphics issues The House Of The Dead: Overkill on Wii/GC Emulator (720p HD) This title has been tested on the environments listed below: However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. You can change the Brightness line to increase or reduce the bloom brightness by replacing 3f400000 (float value = 0.75) using a float value to hex converter.Ĭompatibility can be assumed to align with the indicated revisions. Use either x4 or x8, whichever is closer to the Internal Resolution you are running. Bloom can be corrected with the following Gecko code. Using Internal Resolutions above 1x will have a detrimental effect on this titles bloom effects. If you experience double images while playing, uncheck "Ignore Format Changes". Single core mode is default since 5.0-11217.
Using dual core mode causes various graphics warping with the OpenGL backend, and a crash with the Vulkan back-end. This happens on real consoles as well, but can be accounted for on Dolphin by enabling Speed Up Disc Transfer Rate under the games Properties.