Enum ComponentTypeSerializationStrategy.DefaultType
Denotes why this strategy is the default (or not). Higher value = more important.
Namespace: Unity.NetCode
Syntax
[Flags]
public enum DefaultType : byte
Remarks
This is a flags enum, so there may be multiple reasons why a strategy is considered the default.
Fields
Name | Description | Value |
---|---|---|
NotDefault | This is not the default. |
0 |
YesAsEditorDefault | It's an editor test variant, so we should default to it if we literally don't have any other defaults. |
2 |
YesAsIsFallback | This is the default variant only because we could not find a suitable one. |
4 |
YesAsIsChildDefaultingToDontSerializeVariant | Child entities default to DontSerializeVariant. |
8 |
YesAsIsDefaultSerializerAndDefaultIsUnchanged | The default serializer should be used. Only applicable if we're serialized. On children: This only applies if the user has set flag SendDataForChildEntity on the default serializer. |
16 |
YesAsOnlyOneVariantBecomesDefault | If the developer has created only 1 variant for a type, it becomes the default. |
32 |
YesAsIsUserSpecifiedNewDefault | This is the default variant selected by the user (via DefaultVariantSystemBase), and thus is higher priority than YesAsIsDefaultSerializerAndDefaultIsUnchanged. |
64 |
YesViaUserSpecifiedNamedDefaultOrHash | This is a default variant because the user has marked it as such (via a ComponentOverride). Highest priority. |
128 |