using Unity.Entities; using UnityEngine; public struct TestCustomSerializer : IComponentData { public int numInstances; public float percentChunkChange; public float percentEntityChanges; public bool useCustomSerializer; public bool usePreserialization; } public class TestCustomSerializerAuthoring : MonoBehaviour { public int numInstances; public int percentChunkChange; public int percentEntityChanges; public bool useCustomSerializer; public bool usePreserialization; private class Baker : Unity.Entities.Baker { public override void Bake(TestCustomSerializerAuthoring customSerializerAuthoring) { AddComponent(GetEntity(TransformUsageFlags.None), new TestCustomSerializer { numInstances = customSerializerAuthoring.numInstances, percentChunkChange = customSerializerAuthoring.percentChunkChange*0.01f, percentEntityChanges = customSerializerAuthoring.percentEntityChanges*0.01f, useCustomSerializer = customSerializerAuthoring.useCustomSerializer, usePreserialization = customSerializerAuthoring.usePreserialization, }); } } }