//The field below is what makes the serialization data become huge because //it introduces a 'class cycle'. public List<Node> children = new List<Node>(); } //this gets serialized public Node root = new Node(); void OnGUI() { Display (root); } void Display(Node node) { GUILayou...
//The field below is what makes the serialization data become huge because //it introduces a 'class cycle'. public List children = new List(); } //this gets serialized public Node root = new Node(); void OnGUI() { Display (root); } void Display(Node node) { GUILayout.Label ("Va...
Data date = new Data(); date.num = 1; date.home = "sdfew"; = "enternalstar"; string json = JsonUtility.ToJson(date);//将对象Json序列化 Data getData = JsonUtility.FromJson<Data>(json);//反序列化再得到对象 Data newData = new Data(); = "saff"; newData.num = 3; newData.home...
1. ScriptableOjbect中,由于Serialization的原因,不能使用基类引用来存储子类对象,这样都会导致数据丢失 2. 无法直接对Unity的数据如,vector3, quaternion等使用BinaryFormatter进行序列化,会报“SerializationException: Type UnityEngine.Vector3 is not marked as Serializable”。要绕过这个问题的姿势是,自己对Vector3进行...
“Serialization is the automatic process of transforming data structures or object states into a format that Unity can store and reconstruct later.” 很多引擎功能会自动触发序列化,比如 文件的保存/读取,包括Scene、Asset、AssetBundle,以及自定义的ScriptableObject等。 Inspector窗口 编辑器重加载脚本脚本 Prefab...
Unity Serialization is a general purpose serialization library written entirely in C#. It currently supports JSON and Binary formats. Serialization makes use of theUnity.Propertiespackage to efficiently traverse data containers at runtime in order to serialize and deserialize data. ...
//创建Data对象,并向其中添加游戏需要保存的数据privateDateGetGameDate(){Datedate=newDate();date.BloodVolume=ScoreAndBlood._instance.BloodVolume;date.Score=ScoreAndBlood._instance.Score;returndate;}//向游戏中加载Date中保存的数据的方法privatevoidSetGameDate(Datedate){ScoreAndBlood._instance.currentBlood...
Unity then creates a new GameObject and deserializes the data onto the new GameObject. Next, Unity runs the same serialization code in a different variant to report which otherUnityEngine.Objectsare being referenced. It checks all referencedUnityEngine.Objectsto see if they are part of the data...
catch(SerializationException e) { Debug.Log("Failed to serialize;Reason:" + e.Message); } finally { fileStream.Close(); } } 二进制文件反序列化为原对象 public static T FileInstanceData<T>(string dataname) where T: class { BinaryFormatter binaryFormatter = new BinaryFormatter(); ...
UnityEngine.Serialization FormerlySerializedAsAttribute 该属性可以令变量以另外的名称进行序列化,并且在变量自身修改名称的时候,不会丢失之前的序列化的值。 例子: using UnityEngine; using UnityEngine.Serialization; public class MyClass : MonoBehaviour { ...