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Introduction
Finding a good solution for the saving and loading of data has always been a question of compromise - PlayerPrefs is built-in, but only supports floats, integers and strings. Scriptable Objects can be read from but not written to at runtime. Mono/.NET XML and binary serialization each can serialize some classes but not others. JSON is arguably a better format, but most third party JSON serializers out there are either complicated or lack features, like support for derived classes or dictionaries and sorted lists..
Core: Serialization, built on Jacob Dufault's incredible Full Serializer, addresses these issues takes the pain out saving and loading data or preparing data to be sent or received over a network.
Why Core: Serialization?
Jacob Dufault's Full Serializer takes care of converting your objects into data and data back into objects. It supports serializing most of the classes in the Unity API, generic enumerable types (like dictionaries, which are incredibly useful for HTTP and/or websocket transmissions), and derived classes.
Core: Serialization goes a step further, providing a Serialization Manager that enables developers to write one line of code that will serialize or deserialize almost any object to and from JSON or a binary file. It even accounts for mobile platforms automatically, which have tighter restricitions on where files can be written to.
Core: Serialization works both from the editor and at runtime so you can save user generated content.
The screen shots for version 1.3 (released March 2017) show data from a JSON file and a binary file that were loaded and the corresponding data displayed with Unity UI elements.
Please contact support@scorpionstudios.io if you have any questions.
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