So you are writing a really cool editor extension in Unity and things seem to be going really well. You get your data structures all sorted out are really happy with how the tool you have written ...
In the spirit of sharing more of the tech behind the scenes, and reasons why some things are the way they are, this post contains an overview of Unity's serialization system. Understanding this system ...
In most of this codebase, a wrong guess fails: the compiler rejects it, or a test goes red. Unity's asset files do not work that way. no error at import; no error at ...
Unity Data Shards is a performance-first save-system abstraction. Save data is modeled as a flat set of shards — GUID-identified units serialized independently — flowing through a zero-copy arena ...
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