[NativeType(Header = "Editor/Src/Utility/EditorSerializationUtility.h")] public readonly struct ManagedReferenceMissingType : IEquatable<ManagedReferenceMissingType>, IComparable<ManagedReferenceMissingType> { [NativeName("assemblyName")] private readonly string m_AssemblyName;
[NativeName("className")] private readonly string m_ClassName;
[NativeName("namespaceName")] private readonly string m_NamespaceName;
[NativeName("referenceId")] private readonly long m_ReferenceId;
[NativeName("serializedData")] private readonly string m_SerializedData;
// // Summary: // Name of the Assembly where Unity expects to find the class. (Read Only) public string assemblyName => m_AssemblyName;
// // Summary: // Name of the class that is needed to instantiate the Managed Reference. (Read // Only) public string className => m_ClassName;
// // Summary: // Namespace where Unity expects to find the class. Namespaces are optional so this // might contain an empty string. (Read Only) public string namespaceName => m_NamespaceName;
// // Summary: // The Managed Reference ID. (Read Only) public long referenceId => m_ReferenceId;