-
Notifications
You must be signed in to change notification settings - Fork 114
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
ScriptableObject-Architecture 2.0 using new serialization method #100
Comments
Can you expound upon what clutter or workarounds you're referring to that would make you want to change how fields are serialized? I've never thought of this library as having any of these types of issues. As an example of a library similar to this one that relies heavily on generics/interfaces and is a lot harder to add new features to I'd look at https://github.com/AdamRamberg/unity-atoms |
My concern is mostly that rewriting the code-base to leverage a third-party serializer at first glance seems like overkill for the functionality this library provides and adds a pretty hefty dependency for both the library and its development. I'm open to hearing more about why this is desirable though! |
Gotcha, I'm hearing a couple of concerns/issues here I'd like to try and summarize. Please let me know if I'm off-base or have misunderstood.
Some specific points of feedback here.
Based on some of the past work I've contributed, I'm betting this was done in part to simplify the editor/inspector code since each type of thing (event, variable, collection, etc...) shares a single inspector. This is something we could potentially refactor or change if desired.
Couple of key things to know about Unity's serialization scheme for
TLDR; I'd be happy to help attack some of these issues/concerns if you like and break them out into separate pieces of work. I've run into the |
Hello ! I think this is the appropriate place to post this.
This might resolve some of the issues you mentioned in this thread, but sadly it would be only compatible with Unity 2020. |
Odin Serializer is much slower than Unity. It will increase game's start up time which is no good for Mobile games (it will increase it up to 20 seconds in my experience). It will kill this repo if you add it. |
Are there concrete plans on refactoring to the new Unity 2020.1 serialization possibilities and the variable events, editor/inspector code? |
@ThimoVBE I will look into this soon! I apologize for the late reply, I've been really busy this past year. |
It unfortunately only works with fields, so we won't be able to serialize something like a |
SO-A's codebase is extremely cluttered, which makes introducing new features tedious. Much of this clutter is due to hacky workarounds in order to appease Unity's built-in serialization. This doesn't have to be the case, as projects such as Odin serializer allows for much more flexible serialization.
The main benefit of this are as follows
This might seem trivial, but I estimate you'd be able to reduce the size of the codebase, not to mention its complexity, simply by fixing these two issues.
The text was updated successfully, but these errors were encountered: