Full Serializer not compatible with Bolt plugin
Full serializer overrides the default Unity serializer in apparently all cases, including the Bolt visual scripting plugin I was using. This was causing MAJOR performance slowdowns in the unity editor.
You guys might want to put a strong warning to devs not to mix and match full serializer with any plugin project wide that uses serialization in any way.
There should also be a way to disable full serializer on a per script bases.
Could you elaborate on how you're using FullSerializer? FullSerializer should be serializing only what you explicitly tell it to.
To ignore an entire type, use the fsObject attribute with the MemberSerialization.OptOut option. This will tell FI not to serialize anything in the type, unless you use the fsProperty attribute.
We were using it to help with serialization of our game data. We found fs useful because it could handle inheritance and lists of scriptable objects much better than the built in unity json serializer.
However due to the bolt conflict, and us not even having save data in our game anymore, we deleted fs from our project and things sped up considerably.
We found out recently that Bolt actually uses fs already (or at least a modified version of it) but I think it might be hidden away in a dll somewhere.
@lazlo-bonin do you know of any incompatibility when using fullserializer alongside with Bolt? Since everything is namespaced I'm failing to find a reason why it would break, but I don't own Bolt so I can't test this right now.
P.S. I cannot conclusively proove that it was the fault of having FS in our project, but I just know when I deleted it I had no more massive editor slowdowns.