INetworkSerializable
You can use the INetworkSerializable
interface to define custom serializable types.
struct MyComplexStruct : INetworkSerializable
{
public Vector3 Position;
public Quaternion Rotation;
// INetworkSerializable
public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Position);
serializer.SerializeValue(ref Rotation);
}
// ~INetworkSerializable
}
Types implementing INetworkSerializable
are supported by NetworkSerializer
, RPC
s and NetworkVariable
s.
[ServerRpc]
void MyServerRpc(MyComplexStruct myStruct) { /* ... */ }
void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
MyServerRpc(
new MyComplexStruct
{
Position = transform.position,
Rotation = transform.rotation
}); // Client -> Server
}
}
Nested serial types
Nested serial types will be null
unless you initialize following one of these methods:
Manually before calling
SerializeValue
ifserializer.IsReader
(or something like that).Initialize in the default constructor.
This is by design. You may see the values as null until initialized. The serializer isn't deserializing them, the null
value is applied before it can be serialized.
Conditional Serialization
As you have more control over serialization of a struct, you might implement conditional serialization at runtime.
The following example explores a more advanced use case.
Example: Move
public struct MyMoveStruct : INetworkSerializable
{
public Vector3 Position;
public Quaternion Rotation;
public bool SyncVelocity;
public Vector3 LinearVelocity;
public Vector3 AngularVelocity;
void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
// Position & Rotation
serializer.SerializeValue(ref Position);
serializer.SerializeValue(ref Rotation);
// LinearVelocity & AngularVelocity
serializer.SerializeValue(ref SyncVelocity);
if (SyncVelocity)
{
serializer.SerializeValue(ref LinearVelocity);
serializer.SerializeValue(ref AngularVelocity);
}
}
}
Reading:
(De)serialize
Position
back from the stream.(De)serialize
Rotation
back from the stream.(De)serialize
SyncVelocity
back from the stream.Check if
SyncVelocity
is set to true, if so:(De)serialize
LinearVelocity
back from the stream.(De)serialize
AngularVelocity
back from the stream.
Writing:
Serialize
Position
into the stream.Serialize
Rotation
into the stream.Serialize
SyncVelocity
into the stream.Check if
SyncVelocity
is set to true, if so:Serialize
LinearVelocity
into the stream.Serialize
AngularVelocity
into the stream.
If the
SyncVelocity
flag is set to true, serialize both theLinearVelocity
andAngularVelocity
into the stream.When the
SyncVelocity
flag is set tofalse
, leaveLinearVelocity
andAngularVelocity
with default values.
Recursive Nested Serialization
It's possible to recursively serialize nested members with INetworkSerializable
interface down in the hierarchy tree.
Review the following example:
public struct MyStructA : INetworkSerializable
{
public Vector3 Position;
public Quaternion Rotation;
void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref Position);
serializer.SerializeValue(ref Rotation);
}
}
public struct MyStructB : INetworkSerializable
{
public int SomeNumber;
public string SomeText;
public MyStructA StructA;
void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref SomeNumber);
serializer.SerializeValue(ref SomeText);
StructA.NetworkSerialize(serializer);
}
}
If you were to serialize MyStructA
alone, it would serialize Position
and Rotation
into the stream using NetworkSerializer
.
However, if you were to serialize MyStructB
, it would serialize SomeNumber
and SomeText
into the stream, then serialize StructA
by calling MyStructA
's void NetworkSerialize(NetworkSerializer)
method, which serializes Position
and Rotation
into the same stream.
Technically, there is no hard-limit on the number of INetworkSerializable
fields you can serialize down the tree hierarchy. In practice, consider memory and bandwidth boundaries for best performance.
You can conditionally serialize in recursive nested serialization scenario and make use of both features.
While you can have nested INetworkSerializable
implementations (an INetworkSerializable
implementation with INetworkSerializable
implementations as properties) like demonstrated in the example above, you can't have derived children of an INetworkSerializable
implementation.
Unsupported Example
/// This isn't supported.
public struct MyStructB : MyStructA
{
public int SomeNumber;
public string SomeText;
void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
{
serializer.SerializeValue(ref SomeNumber);
serializer.SerializeValue(ref SomeText);
serializer.SerializeValue(ref Position);
serializer.SerializeValue(ref Rotation);
}
}