Unity Serialization Part 3: Scriptable Objects

This post is part of a series about Unity serialization. Click here for part 1: how it works and examples or click here for part 2: defining a serializable type. On the last article, we learnt how we can define our own serializable types and discovered some problems that can emerge from it. One solution (although not ideal) toContinue reading “Unity Serialization Part 3: Scriptable Objects”

Unity Serialization Part 2: Defining a Serializable type

This post is part of a series about Unity serialization. Click here for part 1: how it works and examples. On the last article, we discussed about serialization concepts and how Unity implements it, learning which types can be serialized and which cannot. But what if we want to define our own type? How can IContinue reading “Unity Serialization Part 2: Defining a Serializable type”

Unity Serialization Part 1: How it works and examples

On this series of articles (2, maybe 3) we will discuss a topic that is extremely important to Unity3D development: serialization. This subject may be a bit cloudy for beginners, but understanding it not only helps to figure out how the Unity engine works, but it can also become really handy during a game development process and assist you to build better solutions.