Custom classes behave like structs - Clarify
Hey. Unity states that "custom classes behave like structs" (1) (2). I have understood (and not thought much more about) the premise that Unity can serialize references to Unity.Object derived classes, and that custom classes are serialized as only their values. However, I now question my understanding since I can only imagine this scenario happening while in Play Mode.
For example, using their example:
 [Serializable]
 class Animal
 {
     public string name;
 }
  
 class MyScript : MonoBehaviour
 {
     public Animal[] animals;
 }
 
               If you populate the animals array with three references to a single Animal object, in the serializationstream you will find 3 objects.
How could I populate that array with a single Animal object outside of Play Mode? If I were to use the inspector and set the array size to 3, this would automatically create 3 different objects. I can't imagine a way to populate that array with the same custom object without being in play mode. In fact, I can't think of a way to populate any field with the same custom class without being in play mode.
Can you clarify what they mean with a practical example?
Thanks.
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