![]() The three assemblies are for use in respectively the editor, in builds with JIT support (Windows/Mac/Linux), and in AOT builds (IL2CPP). Once this assembly is imported by Unity, you can step debug OdinSerializer by attaching a Visual Studio instance to it.Ĭompile release build compiles three different OdinSerializer assembly variants with release optimizations. When open, you will see three buttons in the project scene view: "Compile with debugging", "Compile release build" and "Open solution".Ĭompile with debugging compiles an assembly into the open project, along with the proper symbol files for step debugging. The easiest way to build and test OdinSerializer, however, is to open the Build folder as a Unity project (any Unity version at or above 5.3 should work). Simply building with the default MSBuild versions that ship with many recent distributions of Visual Studio appears to cause instant runtime crashes in some versions of Unity the moment the code enters an unsafe context. mdb symbol files to support proper step debugging in Unity. Its build settings are set up to use a specific MSBuild distributable (Roslyn compiler) to build assemblies that are Unity-compatible, and the pdb2mdb tool to convert. The OdinSerializer project is set up as an independent code project that lives outside of Unity, and which can compile assemblies for use inside of a Unity project. The link.xml file included in the AOT folder.Namespaces in the entire OdinSerializer project (search and replace is your friend).OdinBuildAutomation.cs: Namespace, and assembly name strings in the static constructor.OdinSerializer.csproj: AssemblyName and RootNamespace and XML doc path.Here's a goto list of things that need to be renamed during this process: For example, you might globally rename "OdinSerializer" to "", and also have the. ![]() This is to avoid namespace and assembly conflicts in the cases where multiple different assets in the same project all use possibly differing versions of OdinSerializer. If you intend to include OdinSerializer in one of your own product distributions, you should modify all source files using a tool like search and replace to move the OdinSerializer namespace into an appropriate namespace for your project, and rename the. Perhaps you want to add a feature, or tweak a part of it to suit your own needs better. Once you've forked OdinSerializer, you can start making your own changes to the project. To get started, you may want to read GitHub's guide to forking, to get the basics of forking down. Note: currently, working with and building the OdinSerializer project has only been tested on Windows machines, using Visual Studio. OdinSerializer will then be in your project, ready to use. unitypackage file, and import the package into your Unity project. To use OdinSerializer as-is, simply head to the download page on our website to download the latest commit as a. If you would like to make your own tweaks and builds, or if you intend to include OdinSerializer in a package that you are distributing, you would be better served by forking the repository. If you just need a serialization library to use in your own private project, we can recommend that you simply use it out of the box. There are many different use cases for OdinSerializer. Serialization of various large arrays and lists Serialization of a complex object with lots of polymorphism *Unity JsonUtility has been excluded from this benchmark because it supports neither polymorphism or dictionaries Serialization of a simple object with no polymorphism The performance graphs in this section are profiled with OdinSerializer's binary format. OdinSerializer compares very well to many popular serialization libraries in terms of performance and garbage allocation, while providing a superior feature-set for use in Unity. Used in hundreds of games and supported by Asset Store developers such as OdinSerializer is an open-source version of the custom serializer built for and used by
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