Ancestors

Written by Sebastian Schöner on 2024-12-17 at 12:08

I wish I could shut up for a day or two but sometimes you find something and then just want to write it down. Or it finds you and crashes your debugger and leaves you no other choice:

https://blog.s-schoener.com/2024-12-17-unity-blobs/

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Written by Josh Simmons on 2024-12-17 at 12:54

@sschoener I wonder if you could address this by reflecting the members and doing a manual pointer patch at load time, without changing the data.

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Written by Sebastian Schöner on 2024-12-17 at 13:02

@dotstdy Not sure I understand what you mean :) - The goal of the blob asset design was to avoid having to do any pointer patchup during streaming, so that solution was explicitly ruled out (but it would work). Or are you suggesting something else?

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Written by Josh Simmons on 2024-12-17 at 13:06

@sschoener right I get that, but you might want to ignore that when debugging for example. But it really depends on how games feed data in I suppose. If it's controlled by the engine it's probably possible, if not, perhaps a struggle.

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Toot

Written by Sebastian Schöner on 2024-12-17 at 13:20

@dotstdy The crux is that blob assets can still be copied after loading them. A redesign that explicitly forbids this and reserves memcpy just for loading in optimized builds would likely allow to implement your solution, yeah. -- Even without that redesign, I'd wager that your suggestion would at least reduce the error rate, so it's maybe worth consdering for Unity.

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Descendants

Written by Josh Simmons on 2024-12-17 at 13:26

@sschoener yeah copying would kinda suck, and destruction generally too. There'd invariably be some users for whom it'd be difficult to salvage.

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