I need to implicitly store states of a data structure to populate a ScriptableObject loading/saving it from/to a TextAsset across multiple Unity Editor sessions (opened and closed) and different machines (git pulls).
The state contains references to other assets, these need to be resolved when loading them in a new session.
Serialization itself is done via and Editor extension on a inheritable class (e.g. Storeable : ScriptableObject)
Current Focus: Is there a way to instead of JsonUtility using instanceIDs, have it use guid or name as an alternative where instanceID is lost across new Unity Editor sessions?
Version : 2021.2.0b7