I was trying to add post at this topic: http://forum.photonengine.com/discussion/9314/explain-how-to-use-byte-code-on-photonpeer-registertype#latest
- When i use post edit twice, my post vanish (when i click accept edit). It happens 10 times for me, its rly annoying. I'm writing post by 15-30 minutes (with editions) and... booom vanish, destroy, my 30 minutes goes to trash (there is hack for it, you have to press cancel and somehow post is restored from cache, but you have to copy it and post again).
Bug screen shot:
![]()
- After few bugs like that, I'm getting message "Your comment will appear after it is approved" nice... rly nice support guys
That is the post:
I'm trying to add custom serialization method for class "a".
Class "a" contains Vector3 field, which I need to serialize.
I want use Vector3 serialization method to achieve that (DRY standard), which is defined in CustomTypes, but this method is private.
I don't wan't to modify code provided by Exit Games (CustomTypes.cs and PhotonNetwork.cs - where CustomTypes.Register() is called - are provided by Exit Games).
How can I provide serialization method for class "a", without breaking DRY standard or modify Exit Games code?
Is there any method, that can I call, for already defined custom types? It would be usefull, because calling serialization method directly, also isn't perfect idea... its only acceptable.
Something like "Protocol.Serialize/outStream.Write(Registered type that photon can serialize)"
Edit: I need also to serialize String field in class "a", photon can serialize that type, but I'm forced to conver string to bytes on "my own hand"? Seriously?
I would like to notice, that:
- serialization methods in "CustomTypes" class are private, but buffors associated with those methods, are public XD - there is no logic in that.
- CustomTypes.Register() is called from Exit Games code - it's bad. Custom types are tool for developer, so developer should decide about custom types registration.
- Using char, to register custom types, is rly, rly, rly bad - developer have to remember, which chars was used, it should be done like this (without handling chars):
![]()
- Your code section (forum) is creepy
- When i use post edit twice, my post vanish (when i click accept edit). It happens 10 times for me, its rly annoying. I'm writing post by 15-30 minutes (with editions) and... booom vanish, destroy, my 30 minutes goes to trash (there is hack for it, you have to press cancel and somehow post is restored from cache, but you have to copy it and post again).
Bug screen shot:
![]()
- After few bugs like that, I'm getting message "Your comment will appear after it is approved" nice... rly nice support guys
- When i use post edit twice, my post vanish (when i click accept edit). It happens 10 times for me, its rly annoying. I'm writing post by 15-30 minutes (with editions) and... booom vanish, destroy, my 30 minutes goes to trash (there is hack for it, you have to press cancel and somehow post is restored from cache, but you have to copy it and post again).
Bug screen shot:

- After few bugs like that, I'm getting message "Your comment will appear after it is approved" nice... rly nice support guys
That is the post:
I'm trying to add custom serialization method for class "a".
Class "a" contains Vector3 field, which I need to serialize.
I want use Vector3 serialization method to achieve that (DRY standard), which is defined in CustomTypes, but this method is private.
I don't wan't to modify code provided by Exit Games (CustomTypes.cs and PhotonNetwork.cs - where CustomTypes.Register() is called - are provided by Exit Games).
How can I provide serialization method for class "a", without breaking DRY standard or modify Exit Games code?
Is there any method, that can I call, for already defined custom types? It would be usefull, because calling serialization method directly, also isn't perfect idea... its only acceptable.
Something like "Protocol.Serialize/outStream.Write(Registered type that photon can serialize)"
Edit: I need also to serialize String field in class "a", photon can serialize that type, but I'm forced to conver string to bytes on "my own hand"? Seriously?
I would like to notice, that:
- serialization methods in "CustomTypes" class are private, but buffors associated with those methods, are public XD - there is no logic in that.
- CustomTypes.Register() is called from Exit Games code - it's bad. Custom types are tool for developer, so developer should decide about custom types registration.
- Using char, to register custom types, is rly, rly, rly bad - developer have to remember, which chars was used, it should be done like this (without handling chars):

- Your code section (forum) is creepy
- When i use post edit twice, my post vanish (when i click accept edit). It happens 10 times for me, its rly annoying. I'm writing post by 15-30 minutes (with editions) and... booom vanish, destroy, my 30 minutes goes to trash (there is hack for it, you have to press cancel and somehow post is restored from cache, but you have to copy it and post again).
Bug screen shot:

- After few bugs like that, I'm getting message "Your comment will appear after it is approved" nice... rly nice support guys