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Serialization

pointcache edited this page Jan 16, 2017 · 7 revisions

It is based on the idea that everything in the game is a prefab. By knowing the prefab id, we can represent entities as that id.

All serialization (with exception of Configs) happens in SaveSystem. It is responsible for saving scene state, PersistentData state and Bluerpints

When saving we use this data structure:

  • SaveObject
    • EntityObject
    • CompRefs
    • ComponentObjects

Since Entity is nothing but a locator, or a root object all we need to know about it is:

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