Why ResolveAll() doesn't resolve all

Apr 7, 2009 at 1:39 PM
Why was the behavior chosen for ResolveAll() to only resolve named types?
Apr 9, 2009 at 7:09 AM
The theory was that the expected usage was that you'd either register one thing per type, and not use a name, or many things per type, and they'd all be named. So if for some reason you did something "wrong" and accidentally got a default value in there you wouldn't see it in ResolveAll.

Yeah, it doesn't make much sense to me either, now. You live and learn. We'll be fixing this in Unity 2.

Apr 16, 2009 at 8:24 PM
Luckely, you can change this behaviour for Unity 1.x quite easily, though you'd have to use a wrapper.
I explain this in my blog post about Making Unity work more like the others