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    Class SerializeUtility

    Inheritance
    Object
    SerializeUtility
    Namespace: Unity.Entities.Serialization
    Syntax
    public static class SerializeUtility : object

    Fields

    Name Description
    CurrentFileFormatVersion

    Methods

    Name Description
    DeserializeWorld(ExclusiveEntityTransaction, BinaryReader, Object[])
    GetSceneSectionEntity(Int32, EntityManager, ref EntityQuery, Boolean)

    Gets the entity representing the scene section with the index passed in. If createIfMissing is true the section entity is created if it doesn't already exist. Metadata components added to this section entity will be serialized into the entity scene header. At runtime these components will be added to the scene section entities when the scene is resolved. Only struct IComponentData components without BlobAssetReferences or Entity members are supported.

    SerializeWorld(EntityManager, BinaryWriter)
    SerializeWorld(EntityManager, BinaryWriter, NativeArray<EntityRemapUtility.EntityRemapInfo>)
    SerializeWorld(EntityManager, BinaryWriter, out Object[])
    SerializeWorld(EntityManager, BinaryWriter, out Object[], NativeArray<EntityRemapUtility.EntityRemapInfo>)
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