I just watched the persisting data tutorial session ((Unity Connect)) and learned about using serialization with singleton design. In the tutorial, all the save data (though minimal) was saved to a single file. In a real-world development scenario, would a want to always save all data to a single save file, or would it be just as well to split data into multiple files to keep things organized (and potentially minimize data loss in the case of corruption).
Consider the private classes playerData , LastSession, and GeneralSettings (which i know this last class is better served going into player prefs, but for the sake of example lets say it gets saved to a binary file). Following the tutorial, I would naturally try to save all this data into a file “AllData.dat” (Though hopefully a more creative name), and parse the data into all its individual data on load.
However, would it be just as acceptable to store a “PlayerData.dat”, “LastSession.dat” and “GeneralSettings.dat” to separate them according to the relevant data inside? One downside I potentially see to this would be that it would make it easier for a hacker to find and edit relevant data, but if they can deserialize a binary file, they were probably going to figure it out anyway, in which cryptography would be the next step but thats overkill for my purposes.
Alternatively, is it also possible to take the three separate files and wrap them into one “AllData.dat” file?