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Can Unity serialize generic classes?
Scripting: The serializer can now serialize fields of generic types (e.g. MyClass someField) directly; it is no longer necessary to derive a concrete subclass from a generic type in order to serialize it.
What is using UnityEngine?
“using UnityEngine;” Basically, this tells $$anonymous$$onoDevelop that you are using Unity’s version of C#. you aren’t using Unity’s version of C#, you are using the standard C#. That lines means you are importing the UnityEngine namespace.
Can Unity serialize interfaces?
In contract to old [SerializeField], this will allow us to serialize interfaces, abstract classes, and polymorphic data. There are also lesser, but still comfortable improvements (like having fields serialized to null in the inspector).
Can a generic type be serialized in a script?
Scripting: The serializer can now serialize fields of generic types (e.g. MyClass someField) directly; it is no longer necessary to derive a concrete subclass from a generic type in order to serialize it. I’d argue this beauty needs its own entry in the 2020.1 features list!
When does serialization of a generic class crash?
It crashes if any generic class is directly serialized with SerializeReference with compute_class_bitmap: Invalid type 13 for field Container`1 [T]:Value LeonhardP and Peter77 like this. I took a quick look at it recently and only got an editor crash when executing “a = new D ();”.
Is there a way to serialize generic fields in Unity?
To find out what’s new, have a look at our 2021.2 beta blog post. Scripting: The serializer can now serialize fields of generic types (e.g. MyClass someField) directly; it is no longer necessary to derive a concrete subclass from a generic type in order to serialize it.
Is it possible to serialize a bool in Unity?
Hope it’s juste an alpha bug and that it will be supported in the future. This looks nice, tested a few cases. This will probably enable Unity to also mark the UnityEvent classes as serializable and make them non abstract; so that we could serialize UnityEvent directly without creating a subclass first.