This implementation is actually a fork of the excellent work of SaladLab, Json.Net.Unity3D, and of course, the excellent work of the initial author, Newtonsoft !
With the arrival of Blazor, a C#/Mono Framework for web browser, it was necessary for my projects to be able to use the same kind of reference library and behavior among projects.
The initial project is not specially AOT friendly, and as JIT is forbidden on some AOT plateforms like iOS / Blazor (as the Mono stack does not ship System.Reflection.Emit), it was difficult to share some JSON structures on all the plateforms i want to support at the same time (Android, iOS, UWP, Blazor).
The goal of SaladLab was to make Json.NET compatible with Unity3D (and so Aot friendly), and was compiled on the .NET 3.5 framework. The goal of this fork was to upgrade the whole project on .NET Standard 2.0 format, with Unity3D DEFINE CONSTANT preferences.
I had to drop to be able the test project, as there is many differences between API i don't want to take time to resolve, mainly related to some SQL stuff.
Based on SaladLab README:
Following works are done to make Json.NET support Unity3D (AOT platforms)
- Based on Newtonsoft Json.NET 9.
- Disable IL generation to work well under AOT environment like iOS.
- Remove code related with System.ComponentModel.
- Remove System.Data and EntityKey support.
- Remove XML support.
- Remove DiagnosticsTraceWriter support.
- Workaround for differences between Microsoft.NET & Unity3D-Mono.NET