Game Development Reference
In-Depth Information
Serialization and scripting
To finish with our theory for this chapter, we need to cover serialization in Unity. Now, Un-
ity already serializes just about everything from the editor to your scene automatically
(with a few exceptions) when it saves and loads the scene.
Note
There are a few fringe cases where Unity will not serialize some data. These cases have to
do with the current limitations of the Mono 2 framework that Unity uses under the hood. A
full explanation of what doesn't work can be found in the following article; note that it is
very technical and includes a link to the error report in Unity where it is recorded:
http://www.codingjargames.com/blog/2012/11/30/advanced-unity-serialization/
However, what if we want to actually use this serialization to our advantage within our
game to save and load levels. We need bits of raw game data (or as we will continue with
this later, saving conversations for our NPCs). To accomplish this, the best way is to use a
Unity-inherited object named ScriptableObject .
The ScriptableObject entity allows you to save the data within the class that uses it
for a .asset file in your project.
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