Does C# support a wrapper class to make all members unchangable?

Seems like a lot of weird edge-casey code… I hate code because code has bugs. :slight_smile:

I would just Instantiate<T>() a copy of the ScriptableObject at program start so you can change it at runtime.

Keep in mind whether you are copying value types or reference types. Reference types in an “immutable” list are still changeable as ever.

Value Types vs Reference Types:

This is also (likely) a good time to consider persistence of your data from session to session.

Load/Save steps:

An excellent discussion of loading/saving in Unity3D by Xarbrough:

And another excellent set of notes and considerations by karliss_coldwild:

Loading/Saving ScriptableObjects by a proxy identifier such as name:

When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls new to make one, it cannot make the native engine portion of the object.

Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.

If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

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