序列化是将数据结构或对象状态转换为 Unity 可存储并在以后可重构的格式的自动过程。(请参阅有关脚本序列化的文档以了解更多信息。)
在某些情况下,脚本序列化可能会导致错误。下面列出了其中一些错误的修复方法。
在 MonoBehaviour 构造函数或字段初始化函数中调用诸如 GameObject.Find 之类的脚本 API 会触发错误:“Find is not allowed to be called from a MonoBehaviour constructor (or instance field initializer), call in in Awake or Start instead.”
解决此问题的方法是在 MonoBehaviour.Start 中而不是在构造函数中调用脚本 API。
从标有 System.Serializable
的类的构造函数中调用诸如 GameObject.Find 之类的脚本 API 会触发错误:“Find is not allowed to be called during serialization, call it from Awake or Start instead.”
要解决此问题,请编辑代码,确保不会在任何序列化对象的构造函数中调用任何脚本 API。
大多数脚本 API 都受上面列出的限制所影响。只有部分 Unity Scripting API 免受影响,可从任何位置接受调用。它们如下:
Mathf 函数
简单的独立结构;例如,像 Vector3 和 Quaternion 这样的数学结构
为了降低序列化过程中出错的风险,只能调用不需要在 Unity 本身中获取或设置数据的独立 API 方法。仅在没有其他选择的情况下才调用它们。
• 2017–05–15 页面已发布
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