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Add Script Serialization info in Unity to Godot page
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.. https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/
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From Unity to Godot Engine
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============================
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==========================
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This guide provides an overview of Godot Engine from the viewpoint of a Unity user,
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and aims to help you migrate your existing Unity experience into the world of Godot.
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@@ -239,6 +239,22 @@ You can connect these signals to call a specific function when they happen.
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Note that you can define your own signals and send them whenever you want.
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This feature is documented `here <gdscript.html#signals>`_.
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Script Serialization
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^^^^^^^^^^^^^^^^^^^^
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Unity can handle script serialization in two ways:
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- Implicit: All public fields in a class are automatically serialized if the type is a serializable type (``Dictionary`` is not serializable).
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- Explicit: Non-public fields can be serialized using the ``[SerializeField]`` attribute.
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Godot also has a built-in script serialization system, but it works only explicitly.
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You can serialize any serializable type (:ref:`built-in and various engine types <doc_binary_serialization_api>`, including :ref:`class_Array` and :ref:`class_Dictionary`)
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using the ``export`` keyword. This workflow is explained `here <../scripting/gdscript/gdscript_basics.html#exports>`_.
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Unity also has a data type called ``ScriptableObject`` used to serialize custom asset objects.
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Its equivalent in Godot is the base class for all resources: :ref:`class_Resource`.
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Creating a script that inherits :ref:`class_Resource` will allow you to create custom serializable objects. More information about resources can be found :ref:`here <doc_resources>`.
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Using Godot in C++
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------------------
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