Glossary
A
Assembly proxy manifest
Roslyn-generated, per-assembly list of concrete component types that require runtime proxy script stubs.
Auto-property backing field
Compiler-generated field that stores an auto-property value. Saneject can inject these fields with [field: Inject].
Asset binding
Binding declared with BindAsset... or BindAssets... that resolves UnityEngine.Object assets from project content instead of scene or hierarchy components.
B
Batch injection
Running injection across multiple selected scene and prefab assets in one operation.
Batch Injector
Editor window for preparing and running batch injection with per-asset enable state, status, and ContextWalkFilter.
Binding
Instruction declared in a Scope that tells Saneject what to resolve, how to inject it, and where to search.
Binding family
Binding category with its own resolution behavior and API surface: component, global component, asset, or runtime proxy.
Binding filter
Predicate declared with Where... methods that removes candidates after location and before injection.
Binding qualifier
Optional binding restriction declared with ToID, ToTarget, or ToMember.
C
Collection binding
Binding declared as multiple (BindComponents/BindAssets/BindMultiple...) that resolves arrays or List<> injection sites.
Component path
Full hierarchy path plus component type name, for example Root/Player/HUD/HudController. Used by Saneject log filtering and context menu actions.
Component binding
Binding declared with BindComponent... or BindComponents... that resolves Component instances from transforms, hierarchies, scenes, or explicit instances.
Context
Serialization boundary Saneject uses during injection to decide scope traversal and candidate eligibility.
Context equality
Rule for determining whether two objects are in the same context. Equality is instance-specific and based on context identity, not just context type.
Context filtering
Injection-run prefilter that decides which transforms and injection targets are active for a run.
Context isolation
Project setting (UseContextIsolation) that controls whether dependency resolution can cross context boundaries.
Context walk filter
Filter enum used during graph walk to include specific context sets in a run (AllContexts, SameContextsAsSelection, SceneObjects, PrefabAssetObjects, PrefabInstances).
D
Dependency candidate
Object considered during resolution before qualifiers, filters, and assignment determine whether it becomes the final injected dependency.
E
Editor-time injection
Saneject workflow that resolves dependencies and writes them into serialized objects in the Unity Editor, before entering Play Mode.
G
Global component binding
Binding declared with BindGlobal<TComponent>() that resolves a component in the editor and stores it on the declaring Scope for runtime registration.
Global registration
Entry added to GlobalScope at runtime, keyed by the component's concrete type and owned by the caller that registered it.
Global scope
Static runtime registry and service locator in Saneject for globally accessible Component instances.
I
Injection context
Per-run working set built after graph filtering. It contains the active transforms, injection targets, scopes, bindings, resolution maps, and accumulated results for one injection run.
Injection graph
Hierarchy model built from selected root hierarchies. It contains transform, component, scope, binding, and injection-member information used by the edit-time pipeline.
Injection context menu
Editor command under Saneject/Inject Scene/..., Saneject/Inject Selected Scene Hierarchies/..., Saneject/Inject Prefab Asset/..., or the matching GameObject/Saneject/... paths that start an injection run with a selected target and ContextWalkFilter.
Injection pipeline
Ordered stages Saneject runs during injection, from graph build and context filtering through validation, resolution, assignment, and summary logging.
Injection run
One execution of the injection pipeline for a chosen selection, context walk filter, and active set of targets.
Injection site
Injected field, property or method.
Injection status
Per-run result classification used by batch injection rows: Unknown, Success, Warning, or Error.
Injection summary
End-of-run log line that reports processed scope count, injection counts, error/warning counts, and elapsed time.
Injection target
Component with injected fields, properties or methods.
L
Linting
Automated static analysis of C# source code in the editor and compiler pipeline. In Saneject docs, this refers to Roslyn analyzer diagnostics.
Log context
Unity object passed to a log call so clicking the log can highlight or ping the relevant object in the editor.
Locator strategy
The From... part of a binding that defines where candidates are searched or loaded from.
P
Prefab asset
Reusable prefab definition in the Project window.
Prefab instance
Instantiated prefab placed in a scene or nested inside another prefab.
Project settings
Saneject settings shared at project scope, stored in ProjectSettings/Saneject/ProjectSettings.json and available from Saneject/Settings -> Project Settings.
Proxy swap target
Component that implements IRuntimeProxySwapTarget and is asked at runtime startup to replace proxy references with resolved real instances.
R
Roslyn analyzer
Compile-time code analysis component that inspects C# syntax and symbols and reports diagnostics in the IDE and during builds.
Roslyn code fix
Quick action linked to a Roslyn analyzer diagnostic that can automatically apply a source-code fix.
Runtime proxy
ScriptableObject placeholder asset (RuntimeProxy<TComponent>) injected into interface members at editor time and swapped to the real instance during scope startup.
Runtime proxy binding
Component binding configured with FromRuntimeProxy() that injects a proxy asset at editor time and swaps it for a real runtime instance during scope initialization.
Runtime proxy inspector
Read-only custom inspector for runtime proxy assets (RuntimeProxyBase) that shows resolve configuration, implemented interfaces, and the resolved runtime instance during Play Mode.
Runtime proxy instance mode
Lifetime policy for creation-based runtime proxy resolution: Transient creates per resolve, Singleton reuses one instance through GlobalScope.
Runtime proxy resolve method
Strategy used by a runtime proxy to find or create its target instance at runtime, such as FromGlobalScope or FromComponentOnPrefab.
Runtime proxy script stub
Auto-generated partial class that inherits RuntimeProxy<TComponent>, is marked with [GenerateRuntimeProxy], and is extended by Roslyn-generated interface member stubs.
Runtime startup
Phase after entering Play Mode when scopes initialize, global registrations are populated, and runtime proxy references can be swapped to real instances.
S
Saneject inspector API
Shared static inspector surface (SanejectInspector) that draws and validates serialized fields for Saneject-aware inspectors.
Scene object
Non-prefab GameObject in a scene.
Serialization boundary
Boundary that determines which objects belong to the same serialized context for resolution and injection.
Scope
MonoBehaviour that declares bindings for a part of your hierarchy.
Scope hierarchy
Tree view in the Scope inspector that shows reachable scopes from the current hierarchy root and allows navigation to each scope GameObject.
Service locator
Object or API that lets runtime code request dependencies on demand instead of receiving them through injection. In Saneject docs, this usually refers to GlobalScope.
Serialized interface
SerializeInterface member (IService, IService[], or List<IService>) that Saneject persists through a generated hidden Object backing member.
Suppress missing errors
InjectAttribute option that suppresses missing binding and missing dependency error logs for a specific injection site.
Suppressed error
Missing binding or missing dependency issue hidden from detailed logs by suppressMissingErrors, but still counted in summary output.
U
User settings
Saneject settings scoped to one Unity user on one machine, stored in EditorPrefs and available from Saneject/Settings -> User Settings.