UnitySerializer and Networking compatibility?

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?

This is a stub reply because I forgot to subscribe to the thread on the first post.

Not sure. It’s really going to depend on how complex your objects are. One user recently switched to using my JSON .NET implementation because it supports polymorphism, has type handling and works across platforms (and works in Unity 3.5+ as well as 4.2.x). Here’s the Asset Store thread:

http://forum.unity3d.com/threads/200336-RELEASED-JSON-NET-For-Unity-3-5-with-AOT-Support