|
| static void | Serialize (this Component c, DataNode node, Type type=null) |
| | Generic component serialization function. You can add custom serialization to any component by adding an extension with this signature: static public void Serialize (this YourComponentType, DataNode); More...
|
| |
| static void | Deserialize (this Component c, DataNode node) |
| | Generic deserialization function. You can create a custom deserialization for your components by adding an extension method with this signature: static public void Deserialize (this YourComponentType, DataNode); More...
|
| |
| static void | Serialize (this Rigidbody rb, DataNode node) |
| | Rigidbody class has a lot of properties that don't need to be serialized. More...
|
| |
| static void | Serialize (this Camera cam, DataNode node) |
| | Camera serialization skips a bunch of values such as "layerCullDistances", "stereoSeparation", and more. More...
|
| |
| static void | Serialize (this Material mat, DataNode node) |
| | Serialize the specified material into its DataNode format. More...
|
| |
| static void | Serialize (this Material mat, DataNode node, bool serializeTextures) |
| | Serialize the specified material into its DataNode format. More...
|
| |
| static void | Deserialize (this Renderer ren, DataNode data) |
| | Deserialize a previously serialized renderer. More...
|
| |
| static Material | DeserializeMaterial (this DataNode matNode) |
| | Deserialize a previously serialized material. More...
|
| |
| static void | Serialize (this MeshFilter filter, DataNode data) |
| | Serialize the Mesh Filter component. More...
|
| |
| static void | Deserialize (this MeshFilter filter, DataNode data) |
| | Restore a previously serialized Mesh Filter component. More...
|
| |
| static void | Serialize (this Mesh mesh, DataNode node) |
| | Serialize the entire mesh into the specified DataNode. More...
|
| |
| static Mesh | DeserializeMesh (this DataNode node) |
| | Set the mesh from the specified DataNode. More...
|
| |
| static void | Serialize (this Texture tex, DataNode node) |
| | Serialize the entire texture into the specified DataNode. More...
|
| |
| static Texture | DeserializeTexture (this DataNode node) |
| | Deserialize the texture that was previously serialized into the DataNode format. More...
|
| |
| static void | SerializeSharedResources (this GameObject go, DataNode node, bool includeInactive=false) |
| | Collect all meshes, materials and textures underneath the specified object and serialize them into the DataNode. More...
|
| |
| static DataNode | Serialize (this GameObject go, bool fullHierarchy=true, bool isRootNode=true) |
| | Serialize this game object into a DataNode. Note that the prefab references can only be resolved if serialized from within the Unity Editor. You can instantiate this game object directly from DataNode format by using DataNode.Instantiate(). Ideal usage: save a game object hierarchy into a file. Serializing a game object will also serialize its mesh data, making it possible to export entire 3D models. Any references to prefabs or materials located in the Resources folder will be kept as references and their hierarchy won't be serialized. More...
|
| |
| static void | Deserialize (this GameObject go, DataNode root, bool includeChildren=true) |
| | Deserialize a previously serialized game object. More...
|
| |
| static GameObject | Instantiate (this DataNode data) |
| | Instantiate a new game object given its previously serialized DataNode. You can serialize game objects by using GameObject.Serialize(), but be aware that serializing only works fully in the Unity Editor. Prefabs can't be located automatically outside of the Unity Editor. More...
|
| |
This class contains DataNode serialization methods for Unity components that make it possible to serialize behaviours and game objects.