From this doc article, it looks like it is describing some optional functionality of the behavior package, and I am under the impression that if I don’t need to save and load states between sessions then I don’t need runtime serialization at all. Also from the doc it looks like the attributes[Serializable, Unity.Properties.GeneratePropertyBag]
and [assembly:GeneratePropertyBagsForAssembly]
are to impelement/enable this optional feature.
However, when I create a node (action) from the graph editor UI, the attributes are by default there, plus I may have had stuff broken when I tried to remove the attributes from some of my action classes (not sure if this is the cause), and I was only able to recover by deleting and remaking a graph.
I am leaving all these attributes in for now, but I want to know what do they do exactly.