This is the second chapter in a series of articles covering Assets, Resources and resource management in Unity 5. This chapter covers the deep internals of Unity's serialization system and how Unity maintains robust references between different Objects, both in the Unity Editor and at runtime. Serialization is the automatic process of transforming data structures or object states into a format that Unity can store and reconstruct later. Some of Unity’s built-in features use serialization; features such as saving and loading, the InspectorA Unity window that displays information about.
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I have a game where the player picks up a weapon and it is then placed as the GameObject variable to my player called 'MainHandWeapon' and I am trying to save that weapon through scene changes so I am trying to save it. How I handle this is as follows :
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What exactly am I doing wrong?
JoeyLJoeyL
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3 Answers
Aftr hours of experiment, I came to conclusion that Unity cannot serialize
GameObject with BinaryFormatter . Unity claims that is possible in their API documentation but it's not.
If you want to remove the error without removing the _weapon GameObject, you should replace ..
What Is Xml Serialization
with
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This will let the rest of your code run without throwing exception, but you can't deserialize
_weapon GameObject. You can deserialize other fields.
Xml Serialization Java
OR
You can serialize GameObject as xml. This can serialize GameObject without any problem. It saves the data in human readable format. If you care about security or don't want players modifying scores on their own devices, you can encrypt, convert it into binary or Base-64 format before saving it to the disk.
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ProgrammerProgrammer
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Unity Xml Serialization
Unity won't let you do it because a Gameobject comprises of all the scripts attached to it. For instance mesh renderers, colliders etc.
If you wanted to say serialize the Tranform, you could get around this you by making a new Vector3 position, Vector3 scale, Vector4 quaternion and serialize that out instead and then on deserialization feed this data into a new Transform (for instance).
But attempting to serialize the actual mesh data which is associated with the mesh renderer would prove quite the complex task. Better off probably just serializing an int or something which represents a mesh ID and then transmuting this to the correct reference on load.
ZzeZze
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Ideally you should have an object which hold the weapon data (attack, durability, etc ..) and serialize this object, it makes your save games much smaller, and is more OOP, as you can inherit from that class.
Aleksandar
Unity Xml SerializationAleksandarXml C# Serialization Unity
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