How do I store my recorded notes in a json-file?

I am making a rhythm-game and I’ve made a scene where you can record your notes that you’ve played to a song and it is working just fine and it keeps a list of every note played in a List<> of something called a “Row”, basically, it is just checking for which key was pressed and then setting a value to true in that “Row”.

But now I want to be able to store my notetracks, but I’m not sure how to do so. I have used PlayerPrefs in the past but not for stuff like this and I don’t think it would be optimal either, so I’m thinking of making a Json-file but I’m not sure how I would do that.

Here’s the Row-class:

using UnityEngine;
using System.Collections;

[System.Serializable]
public class Row {

	public float timestamp;
	public bool b1;
	public bool b2;
	public bool b3;
	public bool b4;
	public bool b5;


	public Row(float ts, bool a, bool s, bool d, bool f, bool g)
	{

		timestamp = ts;
		b1 = a;
		b2 = s;
		b3 = d;
		b4 = f;
		b5 = g;


	}

}

And this is how it is recorded:

	if (Input.GetKeyDown (KeyCode.A) && recording == true) {

			float currentTime = Mathf.Round(timer * 10f) / 10f;
			createdRows.Add (new Row (currentTime, true, false, false, false, false));

		}

I think you’re right to want to use JSON for this. The documentation explains how to use it with serialized classes; you’d just need to make a class with an array of Rows in it.

https://docs.unity3d.com/Manual/JSONSerialization.html

Unfortunately, Unity’s JSON serializer doesn’t support arrays directly, see this forum post for an explanation of how to work around that:
http://forum.unity3d.com/threads/how-to-load-an-array-with-jsonutility.375735/#post-2437941