Questions tagged [serialization]
Serialization is the process of converting a data structure or an object state into a different format for storing or network transmission purposes so that it can be reconstructed later.
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Newtonsoft.Json JsonConvert.DeserializeObject (Polymorphism)
I'm using JsonConvert.DeserializeObject to deserialize animals from the Animal list, but unfortunately they get deserialized as Animals instead of their derived classes (Cat and Dog). As you can see, ...
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When saving in Json format, some places I want are not saved
I'm making a game in Unity and I'm using json format to save. I have no problem recording it on my computer, but it does not record the animals I catch on my Android phone. How can I solve this? What ...
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Is there a way to convert assets based on a ScriptableObject to another ScriptableObject type?
Is there a reasonably practical way to convert assets based on a ScriptableObject to another ScriptableObject type (that are not part of the same OOP hierarchy) without breaking references to the ...
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How to save and instantiate game data containing lists of polymorphic types
Let's say I have a class named Entity such as:
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How to make non-respawning collectables with a collection counter?
Using Godot 3.1, I've written this script for diamonds that the player collects:
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How to read/edit data compressed in ZXML format for modding the game Chocolatier?
I'm trying to mod the game Chocolatier from 2007. It has two .xml files, but they don't look like conventional XML when I open them in VS Code or Notepad++. Here's a sample of what they look like:
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How to compare a GameObject's component settings to those of the original Prefab
I have a Prefab with a number of Components, such as:
Rect Transform
Text Mesh Pro
Sprite Renderer
Box Collider 2D
I think Instantiate a GameObject using the Prefab, and configure it. As the ...
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Loading game state before first save has occurred (chicken/egg problem)
I've learned that storing and loading game saves is commonly done by serializing runtime data into binary files and then loading in those binary files de-serialized to reconstruct the runtime state ...
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How to stream a game world to & from disc while supporting dynamically added objects?
Let's just say you have a massive world that isn't loaded into RAM all the time, and is streamed from the hard drive storage.
How would that world be stored on the hard drive? Is it serialised?
Let's ...
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Can't serialize plain struct with Nullable fields
I try to save game data in PlayerPrefs as JSON string. I read in documentation that I can use plain struct/class with ...
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How to check if a Vector3 or Quaternion are unassigned?
How can I check whether Vector3 and Quaternion are not "null"?
I have a saving system and didn't have a vector and ...
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Unity: JsonUtility.ToJson() not serializing everything
I'm trying to serialize the state of play of my Unity game (Unity 2021.3.7f1) to JSON using UnityEngine.JsonUtility.ToJson, so that I can persist this state to disk ...
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Exposing list of interfaces to inspector using Odin
Use case: scriptable objects that contain different algorithms but generate compatible data, which are used randomly in a procedural system. They implement an interface so that the system can give ...
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How should I implement the idea behind this abstract class setup in a Unity-Friendly/Inspector-Usable way?
First up, the name of the question is terrible and I am open to suggestions. For context: I'm still relatively new to C#/Unity and it's hard to ask questions properly when I don't know the terminology....
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Datatype for procedural terrain generator
I'm making a kind of infinite runner style engine. It generates the terrain in chunks each time a milestone is reached, and stores each chunk as a custom class in a list.
To minimize overhead, it only ...