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Comments (2)

neuecc avatar neuecc commented on June 27, 2024

Currently no and it is difficult for this architecture(with keep performance).

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OneManArmy3D avatar OneManArmy3D commented on June 27, 2024

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?

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