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distance-bytes's Issues

Full read support requires prefab data

When Distance writes the bytes format, it saves space by not writing component data that matches the default values for that data, taken from a given Unity prefab. When we come across such omitted data when reading, we would need knowledge of prefabs' default values in order to accurately deserialize the data.

Right now we just use a fixed default value per component when reading, which will cause data to be deserialized incorrectly when our default value doesn't match the prefab's default. When writing, we never omit writing data, even when the data matches our default value for a given component, which can lead to larger file sizes.

A full fix would require getting all the default prefab data, as previously mentioned, which may be hard. Alternative mitigations:

  • Use Options in the public API for data that might be omitted. I think this is a bad idea because it would make the API ugly and annoying to use.
  • Allow component data to pass-through untouched if that data doesn't need to be modified.
  • Patch Distance so it doesn't omit data in this manner

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