I’m new to Unity; so far it seems like a good solution to my project; however in preparation, I’ve heard various comments on limitations due to serialization. I would just like to confirm some of my understanding… is the only purpose of designing your classes to be serializable by Unity and/or making it serializable by deriving from ScriptableObject to allow game state and changes to persist between play mode and edit mode? Isn’t this issue completely avoided if we write a custom class to save game state into a flat file like XML or JSON? Or is there something crucial/core to Unity that requires me to understand serialization?
I understand serialization may be important to learn; but its importance is only based on whether you need to persist game state between editor and play modes during development? When the game is actually released; a different form of saving game state will need to be used anyways correct? Or is it just really late at the moment and I’m misunderstanding all of this?
A new Unity user