Which is the best method to use for creating Save/Load game functionality

I’m making a mobile game. Should I use BinaryFormatter or JsonUtility if I want to create a save file that a user cannot access and modify.
I also need to be able to save objects, as opposed to just primitive values (hence why Im not using playerprefs ) These objects I would like to store in a list like so inside a parent object thats persisting other data

("levelscomplete":"1"
"objects": [
        {}
    ]},

To do this I’ve taken my object, which is a plain class that implements ISerializationCallbackReceiver. There I have a sortedList<string,string> where I refactored it from sortedList<string,object> ,I have also created the two Lists to store the data from this.This class is stored in a list of the main persistence instance I create, which contains other saved data that renders correctly My class looks like this

[System.Serializable]
    public class objects: ISerializationCallbackReceiver
    {
        // this class should be responsible for all properties of a object
        string type;
        [SerializeField]
        SortedList<string,string> properties = new SortedList<string,string>();
        private List<string> key = new List<string>();
        private List<string> value = new List<string>();

After OnBeforeSerialize is called, the json outputted does not contain any data in the entry, it looks like this

{
 
    "objects": [
        {}
    ],

}

It seems like my objects are not serializing correctly, I’m not sure why?

Load/Save steps:

An excellent discussion of loading/saving in Unity3D by Xarbrough:

When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls new to make one, it cannot make the native engine portion of the object.

Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.

If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.