After the May 25 “Unity Game Library” will not be available in AssetStore , because now ULIB client files will be available only in the full version ULIB.
Forum thread about ULIB full version can be found here.
Clients library which allows to serialize data from Unity3D to bytesArray and from a byteArray to objects Unity3D.
Makes easy to save game data to a file or server , loading data runtime, the data transfer . Can be used to transfer any data between the game client through RPC.
Allows the use of byteArray compression (for example, for mesh or large arrays) or encrypt
Enclude:
FileManager - class provides methods for loading, reading, searching, and saving files (include ini-file with section)
LanguageManager - This class for add dynamic multilanguage support to game. Load language any time, change runtime.Provides methods for managing the list of translation, the translation of a key, etc.
Serializer - provides methods for serializing and deserializing objects, compression, encryption.
ULIB use to save data to file
Not all objects can be serialized. But the list of available classes for serialization is very large. Full list of classes that can be serialized is written below. Even if the desired class of Unity is not listed - it does not mean that it can not be serialized, ULIB try to serialize it yourself. I am constantly working to increase this list. If what is your object can not be serialized - you can connect your own rules to handle the serialization and packing / unpacking your property yourself. To deserialize a class should be available in the assembly.
**Saving a file **
You just give away your property in ULIB and get ready to save the byte array. Then you can just store an array of bytes in the file. Or you can pre-compress it. Or you can pre-encrypt a byte array. Or you can encrypt and compress, or compress and encrypt.
Reading from a file
After reading from a file you get an array of bytes. This array of bytes you are sending in ULIB. Get back to your object. You do not need a special decryption or decompression. ULIB will determine the necessary operations and will give you a finished object. If your file is encrypted - you will need to specify keys.
Recovery of references to objects
When deserializing ULIB will try to recover the possible connection of objects that were to be serialized. This means that if your object in a variable was specified the same material - after deserialization of these variables will be listed on the same single instance of the material. This applies not only Unity classes.
Send via RPC
In RPC you can send a small set of types. ULIB can solve this problem. Now you can send the RPC, the types that are supported ULIB. To send data preparation for RPC use EncodeToString. To deserialize, use the feedback Decode (your string).
**Supported Types **
Simple Types boolean, integer, float, string
Enumerators Array , ArrayList, Hashtable, List , Dictionary <K,V>
Unity Classes Vector2/3/4, Quaternion, Rect, Color, Mesh, Texture2D, PhysicMaterial, GameObject, Material, MeshFilter, MeshRenderer, Transform, Collider, Light, Camera, Rigidbody, Projector, ParticleEmitter, and some subclasses of MonoBehaviour
Other Subclasses of System.Object, Enum
Online documentation
FileManager Description (en/ru)
Support is provided by email support@reneos.com