Class SerializeUtility
Utility class to serialize and deserialize World objects.
Namespace: Unity.Entities.Serialization
Assembly: solution.dll
Syntax
public static class SerializeUtility
Fields
Name | Description |
---|---|
CurrentFileFormatVersion | The version of the serialization file format. |
Methods
Name | Description |
---|---|
DeserializeWorld(ExclusiveEntityTransaction, BinaryReader, object[]) | Deserializes a World object. |
GetSceneSectionEntity(int, EntityManager, ref EntityQuery, bool) | 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) | Uses a BinaryWriter to serialize a World. |
SerializeWorld(EntityManager, BinaryWriter, out object[]) | Uses a BinaryWriter to serialize a World. |
SerializeWorld(EntityManager, BinaryWriter, out object[], NativeArray<EntityRemapInfo>) | Uses a BinaryWriter to serialize a World. |
SerializeWorld(EntityManager, BinaryWriter, NativeArray<EntityRemapInfo>) | Uses a BinaryWriter to serialize a World. |
SerializeWorldIntoYAML(EntityManager, StreamWriter, bool) | Serialize the given World to a YAML file, for logging and analysis purpose |