Ben Hymers
Ben Hymers
I'm not sure if this is the intended behaviour or not, but I find it very odd and annoying. If I edit an old post (say, to clean up formatting...
Editor callbacks can't get unregistered, so some methods that re-add themselves accumulate callbacks
I'm finding that FullInspector slows my game down gradually, because it's building up a huge number of callbacks. Anything that uses `fiLateBindings.EditorApplication.RemUpdateFunc` and `AddUpdateFunc` suffers from this, and there are...
With the Unity inspector, I can right click an array element and choose 'duplicate', which does what it says. If I do the same with Full Inspector, a new element...
If there's a missing reference, the Unity inspector will show it as "Missing (Type)". Full Inspector shows it as "None (Type)", so it's not possible to visually differentiate between a...
This is something I did a long time ago, to make date serialization faster and take less space once serialized. It's not pretty code but it works - I'll leave...
I understand this is a very hard problem because Unity doesn't give access to much at runtime. What I'd really really like to do, is serialize to disk an object,...
This test is failing (commented out assertion) in Unity 5.5: [Test] public void TestDeserializeInvalidTypeInfo() { Action AssertSuccess = typeData => { var data = fsData.CreateDictionary(); data.AsDictionary["$type"] = typeData; data.AsDictionary["a"] =...
I'm finding that serializing any object that has a field of its own type causes `ReflectiveComponentSerializer` to recurse infinitely. This is using `Vexe.FastSave.Save.ObjectToMemory` to save some objects. For example, `System.TimeSpan`...
Anywhere the pounds sterling symbol is meant to be shown in the web interface, "£" is shown instead. It's this way in the page source. Hledger on the console is...
I'd love to add some functional tests alongside our unit tests, to build navmeshes from example geometry and compare metrics with previous versions, to flag unintended differences that this kind...