{"id":4596,"date":"2017-01-15T23:54:40","date_gmt":"2017-01-15T23:54:40","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=4596"},"modified":"2017-01-16T00:25:49","modified_gmt":"2017-01-16T00:25:49","slug":"p0-p-172-part-87-server-serialisation-part-2","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-p-172-part-87-server-serialisation-part-2\/","title":{"rendered":"P0-P-172: Part 88: Server Serialisation Part 2"},"content":{"rendered":"<p>I have had to shelve my plan to serialise the scene for now. The basic concept is working, but I just can&#8217;t send the vast quantity of data that is produced by serialisation quickly enough.<\/p>\n<p>I spent quite a lot of time working with coroutine, threads, and all kinds of other improvements but I couldn&#8217;t solve the data transmission issues.<\/p>\n<p>I am now working on a custom solution whereby I will send a small amount of data from the game server to the unity server, and recreate the object on the client from that data. This is probably a better solution in the long run anyway.<\/p>\n<p>The serialisation idea could be used later, to allow for custom meshes, textures, script files, or game objects produces by users to be added to the database.<\/p>\n<p>Another issue that I have found is that in order to dynamically instantiate my objects, I need to create prefabs of those objects in my resources directory. This is going to be time consuming, since I haven&#8217;t been using the prefab system up to now.<\/p>\n<figure id=\"attachment_4585\" aria-describedby=\"caption-attachment-4585\" style=\"width: 300px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-15_01_2017-01_16_24-AM.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-medium wp-image-4585\" src=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-15_01_2017-01_16_24-AM-300x163.jpg\" alt=\"Unity 15\/01\/2017 , 01:16:24 AM Unity Personal (64bit) - P0Main.unity - New Unity Project - PC, Mac &amp; Linux Standalone \" width=\"300\" height=\"163\" srcset=\"https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-15_01_2017-01_16_24-AM-300x163.jpg 300w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-15_01_2017-01_16_24-AM-768x416.jpg 768w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-15_01_2017-01_16_24-AM-1024x555.jpg 1024w, https:\/\/phoenixgamedevelopment.com\/blog\/wp-content\/uploads\/2017\/01\/PhoenixGameDevelopment-15_01_2017-01_16_24-AM.jpg 1920w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><\/a><figcaption id=\"caption-attachment-4585\" class=\"wp-caption-text\">Unity<br \/>15\/01\/2017 , 01:16:24 AM<br \/>Unity Personal (64bit) &#8211; P0Main.unity &#8211; New Unity Project &#8211; PC, Mac &amp; Linux Standalone<\/figcaption><\/figure>\n","protected":false},"excerpt":{"rendered":"<p>I have had to shelve my plan to serialise the scene for now. The basic concept is working, but I just can&#8217;t send the vast quantity of data that is produced by serialisation quickly enough. I spent quite a lot of time working with coroutine, threads, and all kinds of other improvements but I couldn&#8217;t [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,10,11],"tags":[],"class_list":["post-4596","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/4596"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=4596"}],"version-history":[{"count":4,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/4596\/revisions"}],"predecessor-version":[{"id":4606,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/4596\/revisions\/4606"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=4596"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=4596"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=4596"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}