Pro Reset Game
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TaylorMadeCode.ProResetGame Namespace Reference

Classes

class  PropertyListConfig
 ScriptableObject that holds configurations for specifying which properties of components should be included or excluded during the save process. More...
 
class  SaveableAttribute
 Marks 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. More...
 
class  SaveableDefaultResetAttribute
 Specifies the default reset value for a field or property when no saved data is available. More...
 
class  SaveableIgnoreAttribute
 Excludes a field or property from being saved by the SaveManager. More...
 
class  SerializableType
 A 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. More...
 
class  SerializationWrapper
 Converts 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.
More...