Newtonsoft.Json-for-Unity
corert
Newtonsoft.Json-for-Unity | corert | |
---|---|---|
3 | 8 | |
1,048 | 2,863 | |
- | - | |
3.2 | 8.3 | |
about 2 years ago | over 3 years ago | |
C# | C# | |
MIT License | GNU General Public License v3.0 or later |
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Newtonsoft.Json-for-Unity
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Native AOT Overview
With Unity/IL2CPP stuff: For general-purpose serialization libraries like JSON, you sometimes need to provide hints to make sure types are included: https://github.com/jilleJr/Newtonsoft.Json-for-Unity/wiki/Fi...
For schema serialization on known types, there are codegen tools (i.e. moc for MessagePack): https://github.com/neuecc/MessagePack-CSharp
MessagePack is migrating to Rosalyn code generators, so basically invisible codegen. Cysharp's newer serialization library, MessagePack, already uses this: https://github.com/Cysharp/MemoryPack
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A small but useful class for creating saved variables in PlayerPrefs
But Newtonsoft.JSON can't serialize any object (like Vector3, for example) painlessly either. That's why I recommend to check out the Converters library — it solves a lot of problems.
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I'm losing my mind. A month ago, I worked on a Unity project and ChatGPT helped me import a JSON parser quickly and correctly. Today, when I reused the project as a template, I faced same error, but instead of a swift answer I was fighting with it for 1 hour. Solutions/links were outdated and wrong.
In any case you can install it through the official method, it's a weird package because it's hidden in the package menu
corert
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Native AOT Overview
An explanation of the problem: https://github.com/dotnet/corert/blob/master/Documentation/u...
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Thinking about zero-allocation parsing.
Memory was not really designed for having lots of instances of it and doing intensive computations/searches on the instances. The reason for it is that Memory.Span property is actually quite expensive to call. Memory is a union type for storing strings, arrays, and even handles to native memory. Every time you construct it , slice it, or retrieve it's span, lost of machinery related to this union has to run. For example see the source for the Memory.Span property: https://github.com/dotnet/corert/blob/master/src/System.Private.CoreLib/shared/System/Memory.cs#L285.
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Is there any good obfuscator or obfuscation algorithm that makes following the logic difficult?
For earlier versions, try https://github.com/dotnet/corert
- What are the features you're looking forward to in the next version of Fsharp?
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Preview Features in .NET 6 - Generic Math
Yeah I know it's slower on its own, but I was sure it was handled as a faster intrinsic by the runtime. Went to double check and realized I was actually mixing things up with what CoreRT did (see here) but I guess it doesn't apply to CoreCLR. Would be surprised if there weren't any specific optimizations for this with .NET 6+ though, or at the very least with NativeAOT (given they've been porting some bits over from CoreRT and .NET Native too). Will need to go gather more info on this, as it's pretty interesting 🙂
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Awesome .NET Performance
> AOT compilation? I'll believe it when they'll release it, until then, it's all speculation
Devil's in the details, but there -is- AOT compilation[0]. While it hasn't been released as an official product, it has been used for a few projects including a commercial game [1]. And yes, they're looking into the next steps to make it a 'released' thing.[2]
[0] - https://github.com/dotnet/corert/
[1] - https://github.com/dotnet/corert/issues/8233#issuecomment-65...
[2] - https://github.com/dotnet/runtimelab/tree/feature/NativeAOT
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What the F#
That is a well known issue, also what prevented F# to be properly used in .NET Native.
https://github.com/dotnet/corert/issues/5780#issuecomment-40...
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"Low Level" questions about C# (and .Net)
CoreRT