State and configuration
This reference documents every current public declaration in this part of Pine. Examples run inside App.Mount(), a component factory, or an explicit P.Root(...) unless they only create state/configuration. Explicit P.Mount(...) remains available for advanced ownership. Variable names such as count, items and label refer to the typed values described by each example. All APIs run on Unity’s main thread.
P
P
Creates retained Unity UI and reactive state in typed C# declarations.
P.Version
Version Version
Returns the API version.
P.ReducedMotion
Source<bool> ReducedMotion
Global explicit reactive motion preference.
P.Strict
bool Strict
Controls duplicate named-property diagnostics within groups and duplicate child transform diagnostics.
P.Defaults
bool Defaults
Controls required native wiring for the imperative Create API.
P.DeferNestedProperties
bool DeferNestedProperties
Controls whether nested groups are traversed after outer declarations within property ordering phases.
P.Source
public static Source<T> Source<T>(T value = default, IEqualityComparer<T> comparer = null)
Creates mutable typed state, usable outside any ownership scope.
P.Read
public static T Read<T>(Value<T> value)
Reads a typed literal or reactive adapter.
public static T Read<T>(Func<T> getter)
Reads a typed literal or reactive adapter.
public static T Read<T>(Source<T> source)
Reads a typed literal or reactive adapter.
public static T Read<T>(ReadOnly<T> source)
Reads a typed literal or reactive adapter.
public static T Read<T>(Derived<T> derived)
Reads a typed literal or reactive adapter.
public static T Read<T>(T value)
Reads a typed literal or reactive adapter.
P.Derive
public static Derived<T> Derive<T>(Func<T> compute, IEqualityComparer<T> comparer = null)
Creates an owned eager cached calculation.
P.Effect
public static IDisposable Effect(Action action)
Runs an owned side effect immediately and again after its tracked inputs change.
public static IDisposable Effect<T>(Func<T, T> action, T initial)
Runs an owned side effect immediately and again after its tracked inputs change.
P.Root
public static Scope Root(Action build)
Constructs an independent ownership scope and runs its builder without dependency tracking.
public static Scope Root(Action<Action> build)
Constructs an independent ownership scope and runs its builder without dependency tracking.
public static (Scope Scope, T Value) Root<T>(Func<Action, T> build)
Constructs an independent ownership scope and runs its builder without dependency tracking.
P.Context
public static Context<T> Context<T>(T fallback = default)
A scoped typed dependency with a fallback outside providers.
P.Cleanup
public static void Cleanup(Action cleanup)
Registers a callback, disposable or Unity object with the active scope.
public static void Cleanup(IDisposable disposable)
Registers a callback, disposable or Unity object with the active scope.
P.Batch
public static void Batch(Action action)
Runs several writes as one synchronous update transaction.
P.Untrack
public static T Untrack<T>(Func<T> read)
Runs a read or action with dependency collection temporarily suspended.
public static void Untrack(Action action)
Runs a read or action with dependency collection temporarily suspended.
P.Step
public static void Step(double deltaTime)
Advances the shared spring/polling/exit-delay clock manually by a finite non-negative number of seconds.
