Comments (2)
If this project structure
- SharedProject(source code sharing)
- Source codes of server-client shared
- ServerProject(.NET 4.6)
- [SharedProject]
- [MessagePack]
- [MessagePack.UnityShims]
- ClientDllProject(.NET 3.5)
- [SharedProject]
- [MessagePack](not dll, use MessagePack.unitypackage's sourcecodes)
- Unity
- [Builded ClientDll]
mpc.exe -i ClientDllProject
can generate code.
from messagepack-csharp.
It worked! Thanks!
from messagepack-csharp.
Related Issues (20)
- Typeless serializer fails to serialize simple type, unless fields are prefixed with "_" HOT 2
- Explicit interface implementation
- Help request - using different (derived-)types for serialize/deserialize (IMessagePackFormatter<Tser, Tdes>)? HOT 2
- Discrepancy in Serialized Size with MessagePack for Complex Object Graphs HOT 1
- Serialize/deserialize of interface types failing with ContractlessStandardResolver HOT 1
- Make System.Runtime.CompilerServices.Unsafe a conditional based on TFM
- Serializing a property without a setter throws "No set accessor" when the class has a constructor HOT 4
- Source generated formatter support of sparse/patch objects via BitArray HOT 2
- A conflict issue using MessagePack.Unityshims HOT 2
- Securely Save and Load for my game? HOT 1
- Wrong type of formatter for record with string keys HOT 2
- GeneratedResolver does not exist in the namespace MessagePack.Resolvers
- Recursive serialization with custom formatter only writes last member HOT 2
- How to avoid cast and multiple Deserialize in code. HOT 1
- [Optimization] Locate formatters only if dictionary has elements HOT 1
- Unable to Deserialize Data Serialized with Typeless Resolver after Migrating to Attributed Objects HOT 16
- [Performance][Optimization] Method inline question HOT 3
- Message Pack Compiler just freezes HOT 1
- Help with removing from Unity HOT 2
- Dependency review to enable optimisations. HOT 6
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