Version 3.3.1.2

SerializationData struct

Namespace: Sirenix.Serialization
Assembly: Sirenix.Serialization
public struct SerializationData
Unity serialized data struct that contains all data needed by Odin serialization.

Fields

Prefab
The reference to the prefab this is only populated in prefab scene instances.
public Object Prefab
PrefabFieldName
The name of the Prefab field.
public const string PrefabFieldName = "Prefab"
PrefabModifications
All Odin serialized prefab modifications.
public List<string> PrefabModifications
PrefabModificationsFieldName
The name of the PrefabModifications field.
public const string PrefabModificationsFieldName = "PrefabModifications"
PrefabModificationsReferencedUnityObjects
All serialized Unity references.
public List<Object> PrefabModificationsReferencedUnityObjects
PrefabModificationsReferencedUnityObjectsFieldName
public const string PrefabModificationsReferencedUnityObjectsFieldName = "PrefabModificationsReferencedUnityObjects"
ReferencedUnityObjects
All serialized Unity references.
public List<Object> ReferencedUnityObjects
SerializationNodes
The serialized data when serializing with the Nodes format.
public List<SerializationNode> SerializationNodes
SerializedBytes
The serialized data when serializing with the Binray format.
public byte[] SerializedBytes
SerializedBytesString
The serialized data when serializing with the JSON format.
public string SerializedBytesString
SerializedFormat
The data format used by the serializer. This field will be automatically set to the format specified in the global serialization config when the Unity object gets serialized, unless the Unity object implements the Sirenix.Serialization.IOverridesSerializationFormat interface.
public DataFormat SerializedFormat

Properties

ContainsData
Gets a value indicating whether the struct contains any data. If this is false, then it could mean that Unity has not yet deserialized the struct.
public bool ContainsData { get; }

Methods

Reset()
Resets all data.
public void Reset()