Timeline for Json deserialize problem
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Sep 7, 2020 at 14:41 | vote | accept | Dead Lord | ||
Sep 6, 2020 at 10:14 | answer | added | Dead Lord | timeline score: 0 | |
Sep 4, 2020 at 16:23 | comment | added | Kevin | @DeadLord As Philipp said, you should use a ScriptableObject. | |
Sep 4, 2020 at 13:48 | comment | added | Dead Lord | @DMGregory I don't even know what is Plain Old Data Structure. I didn't try it. How actually I can do it? | |
Sep 4, 2020 at 13:26 | comment | added | Philipp | This looks like something you would typically use ScriptableObjects for. They are a way to create a custom asset type which you can create and edit within Unity. | |
Sep 4, 2020 at 13:23 | history | edited | Philipp | CC BY-SA 4.0 |
grammar and format
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Sep 4, 2020 at 13:10 | comment | added | DMGregory♦ | Generally you cannot serialize and deserialize Unity types like MonoBehaviours directly. They have additional requirements (like their association with an attached GameObject in a scene or prefab) that are visible only to Unity's built-in serialization systems and will not be correctly reconstructed from your JSON. Have you considered making a Plain Old Data Structure struct or class that holds your data, and have your MonoBehaviour hold an instance of this data container? | |
Sep 4, 2020 at 12:21 | review | First posts | |||
Sep 7, 2020 at 6:02 | |||||
Sep 4, 2020 at 12:13 | history | asked | Dead Lord | CC BY-SA 4.0 |