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When you assign an instance of a UnityEngine.Object-derived class to a field and Unity saves that field, Unity serializes the field as a reference to that instance.
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References to objects that derive from UnityEngine.Object.Custom structs with the Serializable attribute.Unity built-in types, for example, Vector2, Vector3, Rect, Matrix4x4, Color, AnimationCurve.Primitive data types (int, float, double, bool, string, etc.).Has a field type that can be serialized:.Is public, or has a SerializeField attribute.To use field serialization you must ensure that the field: The following section outlines how to use field serialization in Unity. Serializers in Unity work directly on the fields of your C# classes rather than their properties, so there are rules that your fields must conform to to be serialized. Because of this, serialization in Unity behaves differently to serialization in other programming environments. Serializers in Unity are specifically designed to operate efficiently at runtime. This document covers the following topics:
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This page outlines serialization in Unity and how to optimize your project for it. How you organize data in your Unity project affects how Unity serializes that data, which can have a significant impact on the performance of your project. How to Install: * Just in case make a backup to "MapEngine" from "Assets\src\engine\MapScene".Serialization is the automatic process of transforming data structures or GameObject states into a format that Unity can store and reconstruct later. Latest work on optimized round planet volumetrics for clouds, volumetric lighting, shadowing and atmosphere around spherical planet bodies, with a planetary Lightning system applied to the clouds.
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