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    Struct DefaultVariantSystemBase.Rule

    When defining default variants for a type, you must denote whether or not this variant will be applied to both parents and children.

    Inherited Members
    ValueType.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public readonly struct DefaultVariantSystemBase.Rule

    Fields

    Name Description
    VariantForChildren

    The variant to use for all child entities.

    VariantForParents

    The variant to use for all top-level (i.e. root/parent level) entities.

    Methods

    Name Description
    Equals(Rule)

    Compare two rules ana check if their parent and child types are identical.

    ForAll(Type)

    This rule will add the same variant to all entities with this component type (i.e. both parent and children a.k.a. regardless of hierarchy). Note: It is not recommended to serialize child entities as it is relatively slow to serialize them!

    GetHashCode()

    Unique HashCode if Variant fields are set.

    OnlyChildren(Type)

    This rule will only add this variant to child entities with this component. The parent entities with this component will use the default serializer. Note: It is not recommended to serialize child entities as it is relatively slow to serialize them!

    OnlyParents(Type)

    This rule will only add the variant to parent entities with this component type. Children with this component will remain DontSerializeVariant (which is the default for children). This is the recommended approach.

    Unique(Type, Type)

    This rule will add one variant for parents, and another variant for children, by default. Note: It is not recommended to serialize child entities as it is relatively slow to serialize them!

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