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diff --git a/VRCSDK3Worlds/Assets/Udon/Serialization/OdinSerializer/Unity Integration/UnitySerializationInitializer.cs b/VRCSDK3Worlds/Assets/Udon/Serialization/OdinSerializer/Unity Integration/UnitySerializationInitializer.cs
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+++ b/VRCSDK3Worlds/Assets/Udon/Serialization/OdinSerializer/Unity Integration/UnitySerializationInitializer.cs
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+//-----------------------------------------------------------------------
+// <copyright file="UnitySerializationInitializer.cs" company="Sirenix IVS">
+// Copyright (c) 2018 Sirenix IVS
+//
+// Licensed under the Apache License, Version 2.0 (the "License");
+// you may not use this file except in compliance with the License.
+// You may obtain a copy of the License at
+//
+// http://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS,
+// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+// See the License for the specific language governing permissions and
+// limitations under the License.
+// </copyright>
+//-----------------------------------------------------------------------
+
+namespace VRC.Udon.Serialization.OdinSerializer
+{
+ using UnityEngine;
+
+ /// <summary>
+ /// Utility class which initializes the Sirenix serialization system to be compatible with Unity.
+ /// </summary>
+ public static class UnitySerializationInitializer
+ {
+ private static readonly object LOCK = new object();
+ private static bool initialized = false;
+
+ public static bool Initialized { get { return initialized; } }
+
+ public static RuntimePlatform CurrentPlatform { get; private set; }
+
+ /// <summary>
+ /// Initializes the Sirenix serialization system to be compatible with Unity.
+ /// </summary>
+ public static void Initialize()
+ {
+ if (!initialized)
+ {
+ lock (LOCK)
+ {
+ if (!initialized)
+ {
+ try
+ {
+ // Ensure that the config instance is loaded before deserialization of anything occurs.
+ // If we try to load it during deserialization, Unity will throw exceptions, as a lot of
+ // the Unity API is disallowed during serialization and deserialization.
+ GlobalSerializationConfig.LoadInstanceIfAssetExists();
+
+ CurrentPlatform = Application.platform;
+
+ if (Application.isEditor) return;
+
+ ArchitectureInfo.SetRuntimePlatform(CurrentPlatform);
+
+ //if (CurrentPlatform == RuntimePlatform.Android)
+ //{
+ // //using (var system = new AndroidJavaClass("java.lang.System"))
+ // //{
+ // // string architecture = system.CallStatic<string>("getProperty", "os.arch");
+ // // ArchitectureInfo.SetIsOnAndroid(architecture);
+ // //}
+ //}
+ //else if (CurrentPlatform == RuntimePlatform.IPhonePlayer)
+ //{
+ // ArchitectureInfo.SetIsOnIPhone();
+ //}
+ //else
+ //{
+ // ArchitectureInfo.SetIsNotOnMobile();
+ //}
+ }
+ finally
+ {
+ initialized = true;
+ }
+ }
+ }
+ }
+ }
+
+ [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
+ private static void InitializeRuntime()
+ {
+ Initialize();
+ }
+
+#if UNITY_EDITOR
+
+ [UnityEditor.InitializeOnLoadMethod]
+ private static void InitializeEditor()
+ {
+ Initialize();
+ }
+#endif
+ }
+} \ No newline at end of file