Open cNori opened 1 month ago
Json assets serialization assumes that C++ and C# sides match in serializable data layout so we use C# serializer to create the asset contents. I guess, we could handle native types which implement serialization manually, the test case might be usage of GameSettings/TimeSettings/.. which have C++ serialization but were using C#-only for now inside Editor.
Also, Json asset editor creates C#-only instance to view/modify/save asset. This would also need to be changed in order to handle C++ object serializer.
Json assets serialization assumes that C++ and C# sides match in serializable data layout so we use C# serializer to create the asset contents. I guess, we could handle native types which implement serialization manually, the test case might be usage of GameSettings/TimeSettings/.. which have C++ serialization but were using C#-only for now inside Editor.
some times there is a data with cant be exposed to c# because it is a example:
or the serialisation has some compression applied to it So the Absorption of c++ and C# objects are 100% the same is wrong
Also, Json asset editor creates C#-only instance to view/modify/save asset. This would also need to be changed in order to handle C++ object serializer.
editor creates C#-only instance ye right now i use a hack in my pluginto get the c++ serialisation working
Issue description: when calling a Editor.SaveJsonAsset funcion, seralistaion funcion is never called on c++ side
example: