What's up with Unity Runtime Scene Serialization?

I have been searching for a way to make quick-save/load system similar to which Source Engine has for my game, since it is pretty similar to games on this engine and came across this page: About Unity Runtime Scene Serialization | Unity Runtime Scene Serialization | 1.0.0-exp.5

This Unity Runtime Scene Serialization system seems pretty interesting and can be what I am looking for, but am not quite sure if it’s still supported and what is it really capable of. Maybe someone know answers for these questions and maybe can help me with quick-save/load system (I am looking for a method to create save file and load it all in runtime, save file must contain all Game Objects in the scene and store their state and include both public private fields of their components, if all this even posslible…)

It should be pretty easy to test out the package yourself.

Do you actually need all this information? Most of the time people say this, and they only need about 1% of the actual data they’re trying to save.

Work out the minimum amount of information you will need to restore the state of the game, then build a data structure for that. Write that data to disk when needed, and read it from disk when needed to restore state.

Otherwise out of the box solutions exist on the asset store.

This does make sense, but it will be kind of hard for my case, I have so many objects on scene that will get modified, replaced, created and deleted and it could cause problems, especually with awake and start voids, but yeah, it will be a lot cheaper for performance and disk space