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Then, this is the thread-safe version of TypeSerialization, with the following main changes: According to Microsoft's documentation, the name of...
I just finish TypeSerialization, it is not thread-safe, but I think it's a valuable starting point that might be of interest to someone, so I'm...
They may want to make the output JSON more concise. This limitation should be known, it's just that the support for generics is currently in a...
It seems that when serializing generics, the type is serialized like this: $"{type}, {type.Assembly.GetName().Name}" // Result of List<Vector3>:...
This would depend on MonoBehaviour, and for some library code, it's too late for that.
Still not exposed now...
You can read to a specific location in the file using a custom approach and then pass the read string to FromJson. However, I think this is...
In working with Properties, I noticed that the Accept methods of Property and PropertyBag accept visitor types as interfaces, it means that...
They use it in UnsafeUtility ... // Copy from UnsafeUtility public static ref T As<U, T>(ref U from) { return ref...
I cannot use it in my code, but I see Unity's code using it.
Perhaps optional features can be directly displayed below the Description tab so that users won't miss them. This approach is reasonable because...
Currently, each package displays its dependencies, but sometimes a package's dependency on other packages is not mandatory; rather, it is...
I am interested in the Clone because, when writing custom tools or dealing with data not inherit Unity Object, a method similar to...
A small suggestion, please provide ToReadOnlySpan, it can avoid allocations and is widely supported by .Net runtime.
It seems there is no built-in Clone method? Since the properties have already been collected in advance, I think an efficient cloning method can...
Version changes complicate binary serialization. Due to the likelihood of version changes, even if they don't ultimately occur, it's necessary to...
After testing, it was found that after calling ToBinary, modifying the order of fields in the code, and then calling FromBinary, the object cannot...
Wait a moment, the situation seems a bit off. My test code is like this: [GeneratePropertyBag] partial class Container { [CreateProperty]...
Great! Details like these really should be documented!
I just came up with an improvement idea for Unity Properties, not sure if it's feasible. Anyway, I checked the generated code by Unity...