Pro Reset Game
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Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 12]
 CAttribute
 CTaylorMadeCode.ProResetGame.SaveableAttributeMarks a field or property as saveable by the SaveManager. Use this attribute to indicate that the decorated member should be included in the save and load processes
 CTaylorMadeCode.ProResetGame.SaveableDefaultResetAttributeSpecifies the default reset value for a field or property when no saved data is available
 CTaylorMadeCode.ProResetGame.SaveableIgnoreAttributeExcludes a field or property from being saved by the SaveManager
 CTaylorMadeCode.ProResetGame.PropertyListConfig.ComponentPropertyConfigRepresents the configuration for a specific component type, including which properties to include or exclude
 CMonoBehaviour
 COnCollisionTeleportSimple demo component that teleports a target Transform to a fixed position when this collider is struck.
The teleport can run immediately or after a cooldown, and a UI label shows the remaining time in seconds
 CSaveManagerManages capture, persistence, and restoration of game state for the current Unity scene. Feature overview
 CSaveManager.SaveEntryBundles a single target variable for explicit serialisation
 CScriptableObject
 CTaylorMadeCode.ProResetGame.PropertyListConfigScriptableObject that holds configurations for specifying which properties of components should be included or excluded during the save process
 CTaylorMadeCode.ProResetGame.SerializableTypeA serializable wrapper for the System.Type class. This class allows Unity to serialize type information by storing the type's assembly-qualified name as a string
 CTaylorMadeCode.ProResetGame.SerializationWrapperConverts a Dictionary<TKey,TValue>—whose values may be a heterogeneous mix of primitives, enums, Unity structs, arrays, or List<T>—to JSON and back.

✔ Supported value types

  • Primitives (int, float, double, bool, long, char, decimal)
  • string
  • Enums (serialised by ToString())
  • Unity structs/classes that [SerializeField]/[Serializable] work with (e.g. Vector3, Quaternion)
  • 1-D arrays or List<T> of any supported element type


✖ Not supported (will default)

  • Nested collections (e.g. List<List<int>>)
  • Dictionary or other key–value containers
  • Multi-dimensional arrays
  • Polymorphic references where run-time type ≠ declared type


Gotchas

  • Large simple arrays/lists allocate when joined/split—pool if you save every frame.
  • IL2CPP stripping: ensure every generic instantiation you rely on (List<YourStruct>) appears in code or link.xml.
  • Culture is forced to CultureInfo.InvariantCulture; changing this breaks comma-decimal locales.