This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
entities.scenes [2023/01/30 07:29] uninomiconadmin [AsyncLoadSceneOperation] |
entities.scenes [2023/06/24 03:39] 97.126.63.199 |
||
---|---|---|---|
Line 5: | Line 5: | ||
SerializeUtility is responsible for writing entire Worlds to disk. It is written specifically for serializing Subscene Sections to disk in the editor, and then for streaming((see SceneSectionStreamingSystem)) them in efficiently during runtime. It can support other use cases, but it is not designed to. | SerializeUtility is responsible for writing entire Worlds to disk. It is written specifically for serializing Subscene Sections to disk in the editor, and then for streaming((see SceneSectionStreamingSystem)) them in efficiently during runtime. It can support other use cases, but it is not designed to. | ||
- | SerializeUtility supports two modes for deserialization: | + | SerializeUtility supports two modes for deserialization: |
+ | * Blocking ('' | ||
+ | * Async ('' | ||
+ | |||
+ | But only a blocking mode for serialization ('' | ||
+ | |||
+ | ==== Serialization ==== | ||
==== SceneSectionStreamingSystem ==== | ==== SceneSectionStreamingSystem ==== | ||
Line 12: | Line 19: | ||
These systems stream Sections of entities scenes((subscenes)) into a World. It's intended for use at runtime, but will also be used in the editor when Entity Subscenes are " | These systems stream Sections of entities scenes((subscenes)) into a World. It's intended for use at runtime, but will also be used in the editor when Entity Subscenes are " | ||
+ | The AsyncLoadSceneOperation and associated jobs use the Async Mode of SerializeUtility (see above). | ||