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Impl FromWrold for Handle<T> #6525
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I think this would need more changes to the asset system than just a The real solution would probably be to serialize an asset as its path, and while deserializing provide some context as thread local state that allows you to defer loading an asset and get back a future asset id for a handle. (or instead of thread local state, specifically handle assets in the scene deserialization logic). In the past there has been talk about migrating to I don't think there has been a decision on whether we want to continue improving |
They should be, the hasher is instantiated with fixed keys |
The fundamental problem is that neither So, if we wanted to take this approach, we have to give
Besides specializing
Relates to: #6055 |
What problem does this solve or what need does it fill?
currently loading Handles from dynamic scenes loaded from a file will give you a weak handle. it would be nice if handles loaded this way were strong so that you don't have to keep a strong handle somewhere else to prevent assets from unloading that are in the scene. this would be necessary if we wanted to store asset dependency paths in scenes.
What solution would you like?
What alternative(s) have you considered?
This could also be done with the ReflectComponent implementation but would take significantly more work since that is (as far as I could tell) all auto-implemented with generics.
Additional Info
it would also allow for a nice expansion of dynamic scenes when serialised we could add to the API
this would require the asset server and extract any paths that the handles came from
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