对象真正的类型,用这个类型获取绑定的整数global::System.TypetrueType=instance.GetType();if(_m_Type2Unique.TryGetValue(trueType,outvar_typeUniqueCode)){//写入这个整数,表示多态,并根据整数值跳转到真正的序列化器module.GetNetFormatter<int>().Serialize(refsequence,ref_typeUniqueCode);switch(_typeUniqueCo...
voidSerializeMemoryPack(Vector3[]value) { // only do copy once varsize = Unsafe.SizeOf<Vector3> *value.Length; if((buffer.Length - offset) < size) { Array.Resize(refbuffer, buffer.Length *2); } MemoryMarshal.AsBytes(value.AsSpan).CopyTo(buffer.AsSpan(0, offset)) } voidSerializeMessag...
[Unity.Serialization.DontSerializeAttribute]and[System.NonSerializedAttribute]This can be used to have the serialization system ignore a specific member. The former works onfieldsandnet propertieswhile the latter will only work onfields. This only affects serialization andnotdeserialization. [DontCreatePro...
Fast and Reliable Netcode Creating FPS titles that can handle massive scenes, large-scale simulations, and support hundreds of players concurrently re... Read more Released Flexible Game Architecture ECS for Unity provides usability features that make data-oriented gameplay code as accessible as Mo...
out as doubles// Debug.Log("dict['int']: " + (long) dict["int"]); // ints come out as longs// Debug.Log("dict['unicode']: " + (string) dict["unicode"]);/// var str = Json.Serialize(dict);/// Debug.Log("serialized: " + str);// }// }/// <summary>/// This cl...
Assets loaded from an AssetBundle created via this API will therefore be duplicated three times in memory: once in the managed-code byte array, once in the native-memory copy of the AssetBundle and a third time in GPU or system memory for the asset itself. Prior to Unity 5.3.3, this ...
This serialization does not happen with .NET's serialization functionality, but with an internal Unity one. The serialization system used can do the following: - CAN serialize public nonstatic fields (of serializable types) - CAN serialize nonpublic nonstatic fields marked with the [SerializeField]...
本篇中我们只讲解如何在Unity中对Protobuf-net进行序列化(Serialize)与反序列化(Deserialize),关于Unity的socket(插座)网络通信部分我们后续开篇。 首先去Protobuf-net的Google下载点下载protobuf-net类库:https://code.google.com/p/protobuf-net/downloads/list ...
Newtonsoft Json.NET是.NET生态下标准json解析库,但是不支持 Unity 引擎。但 GitHub 上有一个可以支持 Unity 的库Newtonsoft Json.NET for Unity3D。本文来介绍一下在 Unity 使用 Newtonsoft 库进行 json 解析。支持序列化字典类型。Unity 自带的 JsonUtility 不支持字典类型。 在https://github.com/SaladLab/Json...
Protobuf-net提供的一种易于使用的数据序列化方案,可序列化带有[ProtoContract]特性的类实例,并可支持Unity各个发布平台,且效率高、易用性强。 1publicstaticclassSerialization2{3publicstaticbyte[] Serialize<T>(T instance)4{5byte[] bytes;6using(varms =newMemoryStream())7{8Serializer.Serialize(ms, instan...