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entities.scenes [2023/06/24 03:39] 97.126.63.199 |
entities.scenes [2023/06/24 03:51] (current) 97.126.63.199 |
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* Async ('' | * Async ('' | ||
- | But only a blocking mode for serialization ('' | + | But only a blocking mode for serialization ('' |
+ | |||
+ | ==== Baking ==== | ||
+ | There are two types of baking: | ||
+ | - Full Rebakes | ||
+ | - Incremental Bakes ('' | ||
+ | |||
+ | A full rebake is triggered when: | ||
+ | * A subscene is **opened**. | ||
+ | * An assembly containing Baker classes is modified. ((Important! Separate your bakers into separate classes if you want to avoid a full re-import of all baked scenes whenever you modify a gameplay assembly!)) | ||
+ | |||
+ | Incremental bakes are triggered when: | ||
+ | * Open subscenes are modified. | ||
==== Serialization ==== | ==== Serialization ==== | ||
+ | Subscenes are serialized to the binary format in several spots: | ||
+ | - When closing an opened, dirty SubScene. | ||
+ | - After modifying an assembly with bakers, triggering a full rebake. | ||
+ | - When making a player build((Can be incremental)). | ||
+ | |||
+ | Serialization uses a '' | ||
+ | SubScene serialization can be debugged by placing breakpoints within SerializeUtility.SerializeWorld, | ||
==== SceneSectionStreamingSystem ==== | ==== SceneSectionStreamingSystem ==== |