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    Interface IReaderWriter

    Interface for an implementation of one side of a two-way serializer

    Namespace: Unity.Netcode
    Assembly: solution.dll
    Syntax
    public interface IReaderWriter

    Properties

    Name Description
    IsReader

    Check whether this implementation is a "reader" - if it's been constructed to deserialize data

    IsWriter

    Check whether this implementation is a "writer" - if it's been constructed to serialize data

    Methods

    Name Description
    GetFastBufferReader()

    Get the underlying FastBufferReader struct. Only valid when IsReader == true

    GetFastBufferWriter()

    Get the underlying FastBufferWriter struct. Only valid when IsWriter == true

    PreCheck(int)

    Performs an advance check to ensure space is available to read/write one or more values. This provides a performance benefit for serializing multiple values using the SerializeValuePreChecked methods. But note that the benefit is small and only likely to be noticeable if serializing a very large number of items.

    SerializeNetworkSerializable<T>(ref T)

    Read or write a NetworkSerializable value. SerializeValue() is the preferred method to do this - this is provided for backward compatibility only.

    SerializeValue(ref byte)

    Read or write a single byte

    SerializeValue(ref string, bool)

    Read or write a string

    SerializeValue(ref Color32)

    Read or write a Color32 value

    SerializeValue(ref Color32[])

    Read or write an array of Color32 values

    SerializeValue(ref Color)

    Read or write a Color value

    SerializeValue(ref Color[])

    Read or write an array of Color values

    SerializeValue(ref Quaternion)

    Read or write a Quaternion value

    SerializeValue(ref Quaternion[])

    Read or write an array of Quaternion values

    SerializeValue(ref Ray2D)

    Read or write a Ray2D value

    SerializeValue(ref Ray2D[])

    Read or write an array of Ray2D values

    SerializeValue(ref Ray)

    Read or write a Ray value

    SerializeValue(ref Ray[])

    Read or write an array of Ray values

    SerializeValue(ref Vector2)

    Read or write a Vector2 value

    SerializeValue(ref Vector2Int)

    Read or write a Vector2Int value

    SerializeValue(ref Vector2Int[])

    Read or write an array of Vector2Int values

    SerializeValue(ref Vector2[])

    Read or write an array of Vector2 values

    SerializeValue(ref Vector3)

    Read or write a Vector3 value

    SerializeValue(ref Vector3Int)

    Read or write a Vector3Int value

    SerializeValue(ref Vector3Int[])

    Read or write an array of Vector3Int values

    SerializeValue(ref Vector3[])

    Read or write an array of Vector3 values

    SerializeValue(ref Vector4)

    Read or write a Vector4 value

    SerializeValue(ref Vector4[])

    Read or write an array of Vector4 values

    SerializeValuePreChecked(ref byte)

    Serialize a byte, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref string, bool)

    Serialize a string, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Color32)

    Serialize a Color32, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Color32[])

    Serialize a Color32 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Color)

    Serialize a Color, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Color[])

    Serialize a Color array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Quaternion)

    Serialize a Quaternion, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Quaternion[])

    Serialize a Quaternion array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Ray2D)

    Serialize a Ray2D, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Ray2D[])

    Serialize a Ray2D array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Ray)

    Serialize a Ray, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Ray[])

    Serialize a Ray array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector2)

    Serialize a Vector2, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector2Int)

    Serialize a Vector2Int, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector2Int[])

    Serialize a Vector2Int array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector2[])

    Serialize a Vector2 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector3)

    Serialize a Vector3, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector3Int)

    Serialize a Vector3Int, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector3Int[])

    Serialize a Vector3Int array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector3[])

    Serialize a Vector3 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector4)

    Serialize a Vector4, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked(ref Vector4[])

    Serialize a Vector4 array, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref NativeArray<T>, Allocator, ForGeneric)

    Serialize a NativeArray of structs, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T, ForEnums)

    Serialize an enum, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T, ForFixedStrings)

    Serialize a FixedString, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T, ForPrimitives)

    Serialize a primitive, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T, ForStructs)

    Serialize a struct, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T[], ForEnums)

    Serialize an array of enums, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T[], ForPrimitives)

    Serialize an array of primitives, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValuePreChecked<T>(ref T[], ForStructs)

    Serialize an array of structs, "pre-checked", which skips buffer checks. In debug and editor builds, a check is made to ensure you've called "PreCheck" before calling this. In release builds, calling this without calling "PreCheck" may read or write past the end of the buffer, which will cause memory corruption and undefined behavior.

    SerializeValue<T>(ref NativeArray<T>, Allocator)

    Read or write NativeArray of FixedString values

    SerializeValue<T>(ref NativeArray<T>, Allocator, ForGeneric)

    Read or write a NativeArray of struct values implementing ISerializeByMemcpy

    SerializeValue<T>(ref T, ForEnums)

    Read or write an enum value

    SerializeValue<T>(ref T, ForFixedStrings)

    Read or write a FixedString value

    SerializeValue<T>(ref T, ForNetworkSerializable)

    Read or write a struct or class value implementing INetworkSerializable

    SerializeValue<T>(ref T, ForPrimitives)

    Read or write a primitive value (int, bool, etc) Accepts any value that implements the given interfaces, but is not guaranteed to work correctly on values that are not primitives.

    SerializeValue<T>(ref T, ForStructs)

    Read or write a struct value implementing ISerializeByMemcpy

    SerializeValue<T>(ref T[], ForEnums)

    Read or write an array of enum values

    SerializeValue<T>(ref T[], ForNetworkSerializable)

    Read or write an array of struct or class values implementing INetworkSerializable

    SerializeValue<T>(ref T[], ForPrimitives)

    Read or write an array of primitive values (int, bool, etc) Accepts any value that implements the given interfaces, but is not guaranteed to work correctly on values that are not primitives.

    SerializeValue<T>(ref T[], ForStructs)

    Read or write an array of struct values implementing ISerializeByMemcpy

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