So I’ve been playing with the relatively new JsonUtility class. Its fairly cool, you can hijack Unity’s own serialization system to save and load data at run time. You can serialize a MonoBehaviour direct to a json and back again. Its pretty nifty. You can also serialize scriptable objects and vanilla classes too.
Seems to have a bunch of flaws and limitations through. Can’t serialize any of the engine types. So things like GameObject, Transform, or RigidBody are out. I’ve taken to building out some token classes, to gather up the appropriate data. But its a bit of a pain. Its also not simple to deal with parent child relationships.
So I’m curious what strategies people have employed for using JsonUtility.
And of course I’ve put in a feedback request for extending it out.