Enum TransferInstructionFlags
Namespace: AssetRipper.IO.Files.SerializedFiles
Assembly: AssetRipper.IO.Files.dll
Syntax
public enum TransferInstructionFlags : uint
Fields
Name | Description |
---|---|
AllowTextSerialization | |
AssetMetaDataOnly | Only serialize data needed for .meta files |
AutoreplaceEditorWindow | |
BuildPlayerOnlySerializeBuildProperties | Used by the build player to make materials cull any properties that aren't used anymore. |
BuildResourceImage | |
DisableWriteTypeTree | |
DontCreateMonoBehaviourScriptWrapper | |
DontReadObjectsFromDiskBeforeWriting | |
DontRequireAllMetaFlags | Can Unity fast path calculating all meta data? This lets it skip a bunch of code when serializing mono data. |
DontWriteUnityVersion | |
EditorPlayMode | Also called SkipSerializeToTempFile |
GenerateBakedPhysixMeshes | |
IgnoreDebugPropertiesForIndex | Should we ignore Debug properties when calculating the TypeTree index? |
IsBuiltinResourcesFile | |
LoadAndUnloadAssetsDuringBuild | |
LoadPrefabAsScene | |
NeedsInstanceIDRemapping | Should we convert PPtrs into pathID, fileID using the PerisistentManager or should we just store the memory InstanceID in the fileID? |
NoTransferInstructionFlags | |
PerformUnloadDependencyTracking | |
SaveGlobalManagers | Should global managers be saved when writing the game build? |
SerializeCopyPasteTransfer | |
SerializedAssetBundleVersion | When writing with typetrees disabled, allow later Unity versions an attempt to read SerializedFile. |
SerializeDebugProperties | Should we serialize debug properties (eg. Serialize mono private variables)? |
SerializeEditorMinimalScene | Binary scene files in the Editor. |
SerializeForInspector | |
SerializeForPrefabSystem | |
SerializeGameRelease | Is this a game or a project file? |
SerializeMonoReload | Should we backup mono mono variables for an assembly reload? |
SwapEndianess | Should we swap endianess when reading / writing a file? |
ThreadedSerialization | |
WarnAboutLeakedObjects | Also called SerializeForSlimPlayer |
Workaround35MeshSerializationFuckup | Also called IsCloningObject |
YamlGlobalPPtrReference | Also called HandleDrivenProperties |