I posted this question at WhyDoIDoIt but didn’t get a response, apparently Mike (the UnitySerializer developer) is incommunicado.
Is UnitySerializer compatible with networked games? I have a simple networked game prototyped (and working), but trying to bring in savegame functionality breaks it. I lifted the example code for saving and loading from the website but I’m having all sorts of trouble getting the game reloaded. For example, camera disappears. Another thing I noticed is that viewIDs get set to 0 (probably because that is part of a final class component that can’t be decorated with @SerializeThis). I tried remapping viewIDs after deserialization but it seems to not even get to the OnDeserialized() event (I put a debug statement in).
I just saw on the UnitySerializer forums that it’s not compatible with Unity 4.2+, and I am getting all sorts of warnings of deprecated methods.
So has anyone even got UnitySerializer working with networked games? Or do I need to make US compatible with Unity 4.2 first? Or just look for another solution/make my own?