ScriptableObjects are not appropriate for runtime data saving. They are intended for authoring data.
YES they can be used. NO they cannot be freely serialized/deserialized because they derive from UnityEngine.Object
Loading saving is an EXTREMELY well-understood well-studied process. Avail yourself of all sources of data, and donât try to reinvent something so simple and fundamentally complete. It has already been done many times with tutorials on how to do it all. Learn from others.
Load/Save steps:
https://discussions.unity.com/t/799896/4
An excellent discussion of loading/saving in Unity3D by Xarbrough:
https://discussions.unity.com/t/870022/6
Loading/Saving ScriptableObjects by a proxy identifier such as name:
https://discussions.unity.com/t/892140/8
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 âpopulate objectâ call to fill in its public fields.
If you want to use PlayerPrefs to save your game, itâs always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:
https://gist.github.com/kurtdekker/7db0500da01c3eb2a7ac8040198ce7f6
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.
https://docs.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide