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Sorry to say, but at the moment, no work is planned to extend this to the runtime.
If we see a high demand for this feature, then it might be...
Correct, LazyLoadReference<> is relevant only for editor work, in standalone mode its behavior is the same as if it was not present. Why it's not...
You are saying that:
[SerializeReference] public Node left;
[SerializeReference] public Node right;
class SpecialNode : Node...
please log bug reports so that we can address instabilities. thank you.
At the moment, there are no plans to support generics.
That sounds a like a bug, please log an issue so that we can track it and resolve it asap. thanks!
yes, just add [SerializeReference] to public List<Animal> animals;
as of today, there are no plans for it that I am aware of.
Sorry for the late response, was out on paternity leave.
[Serializable] class Boo
public int a;
class Foo : MonoBehaviour
correct. after a serialize/deserialize cycle, both MonoBehaviours would have distinct lists.
Right, so that specific limitation is not related to serialization layer but to the 'property drawer selector' that does not allow sufficient...
The initial proposal for Serializing References did support that specific use case, but it was later rejected during peer review: was deemed a...
- API link: https://docs.unity3d.com/2019.3/Documentation/ScriptReference/SerializeReference.html
- UnityEngine.Object cannot be stored in fields...
the extra overhead is impacted by how many types are involved and how many objects.
In some scenarios, you I have seen slight speed ups (large...
A blog post is in the works, but I'm not in the loop as far as the eta.
The API documentation is ready but has yet to be published, docs team is...
The field attribute is for serializing reference types (c# class, not structs) by reference as opposed to by value (as is the default behaviour)....
I've not played with "time based shaders" but here is some info that might help you out.
When recording, there is a setting that allows yo to...
Which, exact, version of unity are you seeing this behavior in?
A late fix was introduced in 2018.2, that is present in the final release, that...