hi, i am looking for that solution. i was already watch that tutorial(http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/persistence-data-saving-loading) about serializing, and used it for save load in another project. but for now i have too much clones and they have thousands of variables. i have no idea about serializing after that point and other tutorials are confuse my mind. how can i serialize easily all gameobjects. please explain for newbies, how it works?
I believe I provided a pretty good example…
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please explain for newbies, how it works?
Sorry, but saving and loading, especially when it comes to whole gameObjects, is not a task suited for “newbies”. It required copious amounts of research and trial & error, diving into advanced topics such as Reflection and field- and type-level class access.
I have written a short primer on serialization here:
For GameObjects, what I did was to take a look at how UnitySerializer did it, there’s one function in LevelSerializer.cs that put all components of a GO in an array, then goes iterates through teh array and for each component, it creates an instance of a class that holds the component’s name as a string as well as a dictionary string-object. This dictionary gets filled by going through each field of the component (MonoBehavior), and using the field name and value as the dictionary key and values. This component holder class can then be serialized as usual. It’s all very complicated I’m afraid