This is why humans are INCREDIBLY bad at predicting computer performance.
You could probably add ten thousand identifiers to every single item in your model and things would be plenty fine speed-wise. Why? Because they’re just lying around in memory.
You could certainly add one identifier to each item!
And it isn’t optional either. If you have an ad-hoc set of data and someone applies ad-hoc changes to it, and you wish to persist those changes restore them later, then somehow you have to get the changes back onto them.
Think of it like a seating chart at a dinner party: the chart MUST contain the person’s name AND their location.
Otherwise when the guests arrive (eg, you load your game), they won’t know where to go.
Fortunately you are NOT the first person to study this problem, so learn from others.
Load/Save steps:
https://discussions.unity.com/t/799896/4
An excellent discussion of loading/saving in Unity3D by Xarbrough:
https://discussions.unity.com/t/870022/6
Loading/Saving ScriptableObjects by a proxy identifier such as name:
https://discussions.unity.com/t/892140/8
When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls new
to make one, it cannot make the native engine portion of the object.
Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.
If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:
https://gist.github.com/kurtdekker/7db0500da01c3eb2a7ac8040198ce7f6
Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.
https://docs.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide