Comments (2)
Currently no and it is difficult for this architecture(with keep performance).
from messagepack-csharp.
Hi, i am new to MessagePack C# and serialization in general.
In Unity engine i am saving/loading objects created with ProBuilder.
Everything works fine, but i need something better (faster, smaller size).
Seems that MessagePack C# is what i am looking for.
As i understand my problem is related to question in this topic.
JsonUtility.FromJsonOverwrite() in OnAfterDeserialize() "mesh" is null and "meshJson" is empty.
Example:
[MessagePackObject]
public class SceneObject : IMessagePackSerializationCallbackReceiver
{
[Key(0)]
public string json;
[Key(1)]
private string meshJson;
[IgnoreMember]
public ProBuilderMesh mesh;
public void OnBeforeSerialize()
{
meshJson = JsonUtility.ToJson(mesh);
}
public void OnAfterDeserialize()
{
JsonUtility.FromJsonOverwrite(meshJson, mesh);
}
}
void Load()
{
var m = MessagePackDeserialize();
if(m == null) return;
GameObject go = new GameObject("0");
SceneObject so = new SceneObject();
go.AddComponent<MeshCollider>();
so.mesh = go.AddComponent<ProBuilderMesh>();
string json = m.builder.json;
JsonUtility.FromJsonOverwrite (json, so);
so.mesh.ToMesh();
so.mesh.Refresh();
createdBuilderProp.Add(go);
}
is there anything i can do?
from messagepack-csharp.
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