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Question by StrongGuy · Mar 23, 2015 at 05:10 AM · serializationmonobehaviourserialize

ONE monobehaviour, all serialization!?

Normally if someone wants to serialize something, he simply writes some public variables in the script, for example:

 public class C : MonoBehaviour
 {
     public float fSpeed;
     public Transform[] trans;
 }


Is it possible to write only one script to deal with all serialization? Something like this:

 public class UnifyDataSerialization : MonoBehaviour
 {
     public int[] ints;
     public float[] floats;
     public double[] doubles;
     public string[] strings;
     public UnityEngine.Object[] unityObjs;
 }

I am making a tool that can replace all custom scripts (for example: C) to another script (for example: A), A must have serialized data exactly as C. If UnifyDataSerialization is possible, A can derive from it. it's obviously inconvenient to edit UnifyDataSerialization in Inspector window, it's ok, what I edit is C, not A.

A detail process (something like this):

  • 1) a cube with C script attached. In the Inspector window, set fSpeed = 2f, set trans to some objects in the scene.

  • 2) In the Inspector window, right click on the C Script, and select Replace.

  • 3) C script is removed from the cube. UnifyDataSerialization is attached. UnifyDataSerialization.floats's length is already correctly set to 1, and value is 2f. And UnifyDataSerialization.unityObjs is set exactly as C.trans

Is there already some implements like this? or some suggestions, thank you

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