As far as i can see the engine is also deferred, meaning you have the whole scene serialized (like unity)
unity however lacks saving mechanism because scripts are constructed through ECS factory, which is hidden in the cpp part of the engine.
I wonder what mechanism for saving the game Xenko provides?
i wonder too
currently it looks like it has to be done manually
https://doc.xenko.com/latest/en/manual/engine/file-system.html
https://doc.xenko.com/latest/en/api/Xenko.Core.Serialization.html
Here is it a some test of usage:
// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp)
// Distributed under the MIT license. See the LICENSE.md file in the project root for more information.
using System;
using Xenko.Core;
using Xenko.Core.Serialization;
using Xenko.Core.Serialization.Contents;
namespace Xenko.Graphics.Data
{
/// <summary>
/// Serializer for <see cref="Buffer"/>.
/// </summary>
public class BufferSerializer : DataSerializer<Buffer>
{
public override void PreSerialize(ref Buffer buffer, ArchiveMode mode, SerializationStream stream)
{
// Do not create object during preserialize (OK because not recursive)
}
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