Is serialization limit a problem I need to worry about?

So I have a setup where a customizable spaceship has a Serializable “config” class stored in it.

Some Spaceships can have landing pads with smaller ships in them. So the config also stores the config for the smaller ship.

So of course I am getting the Serialization limit.

I don’t plan on actually using more than 3 layers (small ship docked to a medium ship, docked to a big ship.

Is serialization limit an actual problem that I need to worry about? Or can I carry on?

Haven’t encountered it, but there are some who have written about it. Have you looked here?

Yeah I saw that one. And I’ve brainstormed some ways around it. It’s just so much simpler to keep the self-containing-ness.

I think I could fix it, it’s just a lot of work and a lot of future work too.

1 Like

Agreed here, always nice to keep it all together… BUT! There can be an upper limit to how complex you want to compose a prefab / scene / asset… you might want to make separations at different structural levels, making some kind of resolved-at-runtime linkage to connect up your hierarchy of ships.