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2025-03-31 10:10:35 +08:00
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 DPbÖï;Mv^eµGlobalConfig`1Action`1<Module>OnInspectorGUILOCKJSONODIN_PREFAB_CAUTIONARY_WARNING_TEXTODIN_SERIALIZATION_CAUTIONARY_WARNING_TEXTODIN_PREFAB_CAUTIONARY_WARNING_BUTTON_TEXTODIN_SERIALIZATION_CAUTIONARY_WARNING_BUTTON_TEXTvalue__mscorlibSerializeFieldSpaceHidePrefabCautionaryMessageHideSerializationCautionaryMessageInvokeIsVolatileUnityEngine.IMGUIModuleUnityEngine.CoreModuleGUIStyleUnityEngineInfoMessageTypelogWarningDelegatelogExceptionDelegatelogErrorDelegateOnInspectorGUIAttributeGuidAttributeUnverifiableCodeAttributeDebuggableAttributeComVisibleAttributeAssemblyTitleAttributeSirenixGlobalConfigAttributeAssemblyTrademarkAttributeTargetFrameworkAttributeAssemblyFileVersionAttributeSecurityPermissionAttributeAssemblyConfigurationAttributeAssemblyDescriptionAttributeValueDropdownAttributeCompilationRelaxationsAttributeAssemblyProductAttributeToggleLeftAttributeAssemblyCopyrightAttributeCLSCompliantAttributeHideMonoScriptAttributeLabelTextAttributeDetailedInfoBoxAttributePersistentAssemblyAttributeAssemblyCompanyAttributeRuntimeCompatibilityAttributevalueSirenix.Serialization.ConfigGlobalSerializationConfigSystem.Threadingset_paddingSystem.Runtime.VersioningLogWarningwarningTextClippingset_clippingDebugEndVerticalBeginVerticalLabelget_labelSirenix.Serialization.Config.dllSystemEnumGUISkinget_skinSirenix.SerializationSecurityActionSystem.ReflectionGUILayoutOptionLogExceptionArgumentNullExceptionexceptionset_wordWrapILoggerget_LoggerCustomLoggerget_DefaultLoggerget_UnityLoggerunityLoggerEnterLogErrorerror.ctor.cctorSirenix.OdinInspectorMonitorSystem.DiagnosticsSystem.Runtime.InteropServicesSystem.Runtime.CompilerServicesDebuggingModesNodesHideOdinSerializeAttributeWarningMessagesHideNonSerializedShowInInspectorWarningMessagesSirenix.UtilitiesSirenix.OdinInspector.AttributesSystem.Security.PermissionsDefaultLoggersLogWarningsAndErrorsThrowOnWarningsAndErrorsLogErrorsThrowOnErrorsBuildFormatsTitleAlignmentsDataFormatget_BuildSerializationFormatset_BuildSerializationFormatbuildSerializationFormatget_EditorSerializationFormatset_EditorSerializationFormateditorSerializationFormatObjectRectOffsetExitResilientSilentGUILayoutset_richTextget_boxArrayget_LoggingPolicyset_LoggingPolicyloggingPolicyget_ErrorHandlingPolicyset_ErrorHandlingPolicyerrorHandlingPolicyBinarySystem.SecurityEmpty%logWarningDelegate!logErrorDelegate)logExceptionDelegate9<b>Serialization Formats</b>The serialization format of the data in specially serialized Unity objects. Binary is recommended for builds; JSON has the benefit of being human-readable but has significantly worse performance.
With the special editor-only node format, the serialized data will be formatted in such a way that, if the asset is saved with Unity's text format (Edit -> Project Settings -> Editor -> Asset Serialization -> Mode), the data will be mergeable when using version control systems. This makes the custom serialized data a lot less fragile, but comes at a performance cost during serialization and deserialization. The node format is recommended in the editor.
This setting can be overridden on a per-instance basis.
9<b>Error Handling Policy</b>¿The policy for handling any errors and irregularities that crop up during deserialization. Resilient is the recommended option, as it will always try to recover as much data as possible from a corrupt serialization stream.
+<b>Logging Policy</b>ŸUse this to determine the criticality of the events that are logged by the serialization system. Recommended value is to log only errors, and to log warnings and errors when you suspect issues in the system.— F°ûã÷E‹6PèÅ·j±      Iq u  Y Y] ] €±    €µ €¹ 
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€Á €Á·z\V4à‰…êOdin's custom serialization protocol is stable and fast. It is built to be fast, reliable and resilient above all.
*Words of caution*
However, caveats apply - there is a reason Unity chose such a drastically limited serialization protocol. It keeps things simple and manageable, and limits how much complexity you can introduce into your data structures. It can be very easy to get carried away and shoot yourself in the foot when all limitations suddenly disappear, and hence we have included this cautionary warning.
Warning words aside, there can of course be valid reasons to use a more powerful serialization protocol such as Odin's. However, we advise you to use it wisely and with restraint. After all, with great power comes great responsibility!In 2018.3, Unity introduced a new prefab workflow, and in so doing, changed how all prefabs fundamentally work. Despite our best efforts, we have so far been unable to achieve a stable implementation of Odin-serialized prefab modifications on prefab instances and variants in the new prefab workflow.This has nothing to do with Odin serializer itself, which remains rock solid. Odin-serialized ScriptableObjects and non-prefab Components/Behaviours are still perfectly stable - you are only seeing this message because this is an Odin-serialized prefab asset or instance.