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You can always write your own custom formatter and resolver that does whatever you want. That's documented in the README.
You can use |
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You can always write your own custom formatter and resolver that does whatever you want. That's documented in the README.
You can use |
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Hi!
I was trying to create a custom formatter in Unity for a base class that inherits from Scriptable Object:
The idea is that any child class that inherits from
SaveableSOwould be serialized by the base class' id only. When deserialized this id would be used to load the asset by reference using the Addressables package.I'm having a hard time figuring out a few things:
[MessagePackObject]? Is the[Union]attribute necessary for the base class each time a new child class inherits from this class?[MessagePackObject]but that requires all fields to be tagged with the[Key]attribute when I only want to serialize the ID.SaveableSOThanks in advance
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