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Binaryformatter in unity for mac
Binaryformatter in unity for mac







binaryformatter in unity for mac

Variables like FileName and player data variables declared PlayerData data = formatter.Deserialize(stream) as PlayerData Using (FileStream stream = new FileStream(GetPath(), FileMode.Open)) Using (FileStream stream = new FileStream(GetPath(), FileMode.Create))įormatter.Serialize(stream, PlayerData.GetData()) Return Path.Combine(Application.persistentDataPath, PlayerData.GetFileName()) īinaryFormatter formatter = new BinaryFormatter() Why is this? There is no error if instead of using LoadData() in the marked line, I just use new PlayerData(), so I know that LoadData() is causing the problem. However, if I call LoadData() while in SaveData(), I get the "IOException: Sharing violation on path" error. I am creating a save and load system for my game, and when saving the data onto a file, I wanted to first retrieve the current save file, overwrite some of the class variables, and save it again. HashSet hashset = info.GetValue("hashset", typeof(HashSet )) Public System.Object SetObjectData(System.Object obj, SerializationInfo info, StreamingContext context,ISurrogateSelector selector)

binaryformatter in unity for mac

Method called to deserialize a HashSet object Public void GetObjectData(System.Object obj, SerializationInfo info, StreamingContext context) Method called to serialize a HashSet object Public class SerializableHashSet : HashSet, ISerializationSurrogate I am unsure if the same approach will be working, just like Vector3 / Quaternion as it deals with a type parameter. Converting to Array seems not suitable for me, because I want to use explicitely HashSet functionality without any extra allocation. So far, the file writing works, but the serialization of HashSet is not implemented (using UnityEditor 5.6.0f3) and as discussed. These form a graph object that I want to use for persisting. I have also a HashSet that stores unique neighbors of the Node class itself. I am using surrogates to convert non-serializable stuff like Vector3, Quaternion to use for BinaryFormmater. It's just individual points and triangles (these are chunks, the detail will be calculated in game. : /storage/temp/151929-screen-shot.pngĪlso, if you're curious what I'm saving. I'm kinda hoping I'm not wrong and there's a way to fix this. I calculated what it'd be if it finished loading it and would be 30gb. The image I'm showing is only half the file, I didn't finish it because the file got too big. If I'm reading ( "This Post") right it's somehow making the files bigger, 5 times bigger. So I split it up into individual files which works really well for how the data is used in my game, but being on MacOS the files use HFS+ compression. When I saved it all to one file it created a 250 mb binary file which was a big load on the processor. Hello, I'm working on a unity project using MacOS and I'm getting around to saving the worlds generated in Unity. What's going on? I've tried making it work for all day but i can't figure it out!? PlayerData data = (PlayerData)bf.Deserialize(file) If(File.Exists(Application.persistentDataPath + "/playerInfo.dat"))įileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open) Using .Binary īinaryFormatter bf = new BinaryFormatter() įileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat")

binaryformatter in unity for mac

> SerializationException: End of Stream> encountered before parsing was> completed. > IOException: Sharing violation on path> C:\Users\my> PC\AppData\LocalLow\DefaultCompany\newscene\playerInfo.dat> > SerializationException: Type> 'PlayerData' in Assembly> 'Assembly-CSharp, Version=0.0.0.0,> Culture=neutral, PublicKeyToken=null'> is not marked as serializable.> 本条目发布于 2021年10月12日。属于 jvm分类。 作者是 chenglong。 文章导航 ← iBATIS.**after following the a unity tutorial I keep getting these SerializationException errors.**

#BINARYFORMATTER IN UNITY FOR MAC CODE#

Codeusing System using  using .Binary using System.IO namespace  Code language: HTML, XML ( xml )









Binaryformatter in unity for mac