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Alternative implementation of a subset of Unity3D (GPL/Commercial) to allow Unity3D-based code to migrate elsewhere
Hi Bob,
Is there still work TODO on YamlDotNet which I'll need to pick up to keep
working on Disunity? Did you submit pull requests?What's the status? Thanks!
Yes and no.
My (mandatory) pull request still hasn't been merged. A (slightly
different) patch should be cooked up which allows to toggle the parser
between the YAML 1.1 and 1.2 semantics:
aaubry/YamlDotNet#102 (comment)
It's in my queue, but under a lot of other stuff :) In the meantime,
please continue using the Kitsilano fork.
Additionally, some of the custom parsing done in Disunity could be
generalized and folded back into the YamlDotNet classes, and the
resulting patches turned into pull requests. This is lower priority, as
it is only a "cleanup." The upside of doing so would be: less custom
parsing in Disunity.
HTH, -D
Is there technology here which could form part of our Disunity?
https://github.com/ata4/disunity/
Note: this requires actually choosing a backing 3D engine!
This is necessary to resolve values referenced via guid:
.
From RobotLab test case.
Figure out a way to complete the object graph, notably in the case of bidirectional relationships such as the ones found in Transform
s:
Transform:
m_Children:
- {fileID: 118941736}
- {fileID: 1385140954}
m_Father: {fileID: 272743057}
m_CullingMask
, for example, is presented as an int32
in the .NET API but serialized as a special struct:
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
From RobotLab test case.
Some YAML files refer to internal properties which are not directly exposed in the .NET API, but that data is most probably necessary to properly implement some of the public method or global behaviours.
As an example, ParticleSystem
only exposes a small set of properties, but its serialization includes a large list of "modules" which determine its exact behaviour at runtime:
InitialModule:
enabled: 1
startLifetime:
scalar: 3.5
maxCurve:
serializedVersion: 2
m_Curve:
- time: 0
value: 1
inSlope: 0
outSlope: 0
tangentMode: 0
- time: 1
[…]
SubModule:
enabled: 0
subEmitterBirth: {fileID: 0}
subEmitterBirth1: {fileID: 0}
subEmitterCollision: {fileID: 0}
subEmitterCollision1: {fileID: 0}
subEmitterDeath: {fileID: 0}
subEmitterDeath1: {fileID: 0}
Note the elision marker. The *Module
subtree actually spans 1013 lines!
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