/// <summary> /// Initializes the Sirenix serialization system to be compatible with Unity. /// </summary> public static void Initialize() { if (!initialized) { lock (LOCK) { if (!initialized) { try { // Ensure that the config instance is loaded before deserialization of anything occurs. // If we try to load it during deserialization, Unity will throw exceptions, as a lot of // the Unity API is disallowed during serialization and deserialization. GlobalSerializationConfig.LoadInstanceIfAssetExists(); CurrentPlatform = Application.platform; if (Application.isEditor) { return; } ArchitectureInfo.SetRuntimePlatform(CurrentPlatform); //if (CurrentPlatform == RuntimePlatform.Android) //{ // //using (var system = new AndroidJavaClass("java.lang.System")) // //{ // // string architecture = system.CallStatic<string>("getProperty", "os.arch"); // // ArchitectureInfo.SetIsOnAndroid(architecture); // //} //} //else if (CurrentPlatform == RuntimePlatform.IPhonePlayer) //{ // ArchitectureInfo.SetIsOnIPhone(); //} //else //{ // ArchitectureInfo.SetIsNotOnMobile(); //} } finally { initialized = true; } } } } }
/// <summary> /// Initializes the Sirenix serialization system to be compatible with Unity. /// </summary> private static void Initialize() { if (!initialized) { lock (LOCK) { if (!initialized) { // Ensure that the config instance is loaded before deserialization of anything occurs. // If we try to load it during deserialization, Unity will throw exceptions, as a lot of // the Unity API is disallowed during serialization and deserialization. GlobalSerializationConfig.LoadInstanceIfAssetExists(); initialized = true; } } } }