What is the problem with my code?

my json code :

{
  "vuser": {
    "id": "1",
    "email": "mohsensd1373@gmail.com ",
    "tel": "000000",
    "fname": "kingblack",
    "username": "mohsensd1373",
    "password": "000000",
    "nfarm": "mohsensd1373"
  },
  "vfarms": {
    "id": "1",
    "name": "mohsensd1373",
    "gift": "0",
    "Planting": "10",
    "power": "0"
  },
  "vPlanting": [
    {
      "id": "1",
      "nfarm": "mohsensd1373",
      "type": "flower",
      "sprite": "flower",
      "timer": "60",
      "result": "flower",
      "posx": "1",
      "posy": "1"
    },
    {
      "id": "2",
      "nfarm": "mohsensd1373",
      "type": "flower",
      "sprite": "flower",
      "timer": "60",
      "result": "flower",
      "posx": "2",
      "posy": "2"
    }
  ]
}

this code for get json from url and convert to class object:
using System;
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.Networking;
class httprequest : MonoBehaviour
{
void Start() { }

    public string GET(string url)
    {
        
       RootObject myObject = new RootObject();
       
        StartCoroutine(GetText(url, (result) =>{
            PlayerPrefs.SetString("sdall", result);
            //Debug.Log(result); 
        }));
        Debug.Log(PlayerPrefs.GetString("sdall")); 
        myObject = JsonUtility.FromJson<RootObject>(PlayerPrefs.GetString("sdall"));
        Debug.Log(myObject.vuser.email); 
        return myObject.vuser.email;

    }
    [Serializable]
public class VUser
{
    public string id { get; set; }
    public string email { get; set; }
    public string tel { get; set; }
    public string fname { get; set; }
    public string username { get; set; }
    public string password { get; set; }
    public string nfarm { get; set; }
}

public class VFarms
{
    public string id { get; set; }
    public string name { get; set; }
    public string gift { get; set; }
    public string Planting { get; set; }
    public string power { get; set; }
}

public class VPlanting
{
    public string id { get; set; }
    public string nfarm { get; set; }
    public string type { get; set; }
    public string sprite { get; set; }
    public string timer { get; set; }
    public string result { get; set; }
    public string posx { get; set; }
    public string posy { get; set; }
}

public class RootObject
{
    public VUser vuser { get; set; }
    public VFarms vfarms { get; set; }
    public List<VPlanting> vPlanting { get; set; }
}
IEnumerator GetText(string url, Action<string> result)
{
    UnityWebRequest www = UnityWebRequest.Get(url);
    yield return www.SendWebRequest();

    if (www.isNetworkError || www.isHttpError)
    {
        Debug.Log(www.error);
        if (result != null)
            result(www.error);
    }
    else
    {
        //Debug.Log(www.downloadHandler.data); 
        if (result != null)
            result(www.downloadHandler.text);
    }
}
  
}

returned this error:

ArgumentException: JSON parse error: Invalid escape character in string.
UnityEngine.JsonUtility.FromJson (System.String json, System.Type type) (at <1386288601af43018501cce2912f52f4>:0)
UnityEngine.JsonUtility.FromJson[T] (System.String json) (at <1386288601af43018501cce2912f52f4>:0)
httprequest.GET (System.String url) (at Assets/myscript 1/httprequest.cs:21)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
FlowCanvas.Nodes.PureReflectedMethodNode.Call () (at Assets/ParadoxNotion/FlowCanvas/Modules/FlowGraphs/Nodes/Functions/Reflected/Internal/Method/PureReflectedMethodNode.cs:54)
FlowCanvas.Nodes.PureReflectedMethodNode+<>c__DisplayClass12_1.<RegisterPorts>b__2 (FlowCanvas.Flow flow) (at Assets/ParadoxNotion/FlowCanvas/Modules/FlowGraphs/Nodes/Functions/Reflected/Internal/Method/PureReflectedMethodNode.cs:80)
FlowCanvas.FlowOutput.Continue (FlowCanvas.Flow f) (at Assets/ParadoxNotion/FlowCanvas/Modules/FlowGraphs/Ports.cs:272)
UnityEngine.Logger:LogException(Exception)
ParadoxNotion.Services.Logger:ForwardToUnity(LogType, Object, String, Object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:114)
ParadoxNotion.Services.Logger:Internal_Log(LogType, Object, String, Object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:108)
ParadoxNotion.Services.Logger:LogException(Exception, String, Object) (at Assets/ParadoxNotion/CanvasCore/Common/Runtime/Services/Logger.cs:66)
NodeCanvas.Framework.Node:Error(Object) (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/Node.cs:326)
FlowCanvas.FlowOutput:Continue(Flow) (at Assets/ParadoxNotion/FlowCanvas/Modules/FlowGraphs/Ports.cs:276)
FlowCanvas.FlowOutput:Call(Flow) (at Assets/ParadoxNotion/FlowCanvas/Modules/FlowGraphs/Ports.cs:250)
FlowCanvas.Nodes.StartEvent:OnStartCallback() (at Assets/ParadoxNotion/FlowCanvas/Modules/FlowGraphs/Nodes/Events/Graph/StartEvent.cs:33)
NodeCanvas.Framework.GraphOwner:InvokeStartEvent() (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/GraphOwner.cs:384)
NodeCanvas.Framework.GraphOwner:Start() (at Assets/ParadoxNotion/CanvasCore/Framework/Runtime/Graphs/GraphOwner.cs:375)

I see two major issues with your code. First of all Unity’s JsonUtility does not serialize properties, only fields. It has the same limitations as the normal serialization system in Unity. So you have to replace your properties with actual public fields.

Your second issue is that you use your “GetText” coroutine to perform the webrequest but you don’t wait for the request to finish and try to read the result immediately when you send out the request.

Coroutines run indepentenly from the caller. So you can not make a synchornous webrequest. You have to handle everything in the callback. In your case the code that follows your StartCoroutine call will be executed before your callback is called. So you will read the playerprefs value before it got set.

I found the problem.
The problem was with my json output.
There was a space that was not visible in the output.
Thank you all