Serialization – Saving Objects as Files

Unity’s often used built in form of serialization are the PlayerPrefs. As Lars Kokemohr, the Head of Programming at the School4Games, points out in this Facebook post: The are a lot of drawbacks to saving data using Unity’s PlayerPrefs class. Furthermore he advises that

A cleaner way of doing it would be to create a new file in the path that is stored in Application.persistentDataPath. […] This […] could then be stored using Mono’s BinaryFormatter class.

So in this post I am going to show you how serialization allows you to do just that. The scripts I am using for that is a modified version of what can be found in this blogpost by Ryan Nielson.

Saving the State of an Object = Serialization

In object-oriented programming data is stored in objects, like a class or a struct. You could have a Highscore class for example that saves a player name (e.g. Kevin) and a highscore (e.g. 9001). When this highscore is saved as a file the highscore object (An instance of the Highscore class) and it’s state (i.e. the player name being Kevin and the highscore being 9001) a taken out of memory and converted into a format that can be saved. This process is known as serialization. The process of reading a file and reverting it into the original Highscore object with it’s original state is known as deserialization. C# allows for two basic kinds of serialization: XMLSerialization and binary serialization. XML serializes objects into human readable files. The xml serialized file of the Highscore class could be edited with a basic text editor, which means that everyone could easily change the highscore value with notepad. Binary serialization on the other hand results in a binary file which can not be read and manipulated easily by humans. For the purpose of a Highscore class binary serialization should be used. Another important difference is that xml files can be merged with version control software, whereas binary files can not. For a super deep comparision of the two kinds of serialization (as well as some others) you can read this post. If you want a quick comparision
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Type / FeatureBinary SerializerXml Serializer
DespriptionSerializes and object in an internal binary format that the .NET Framework understands.
Serializes and object in universal XML format.
RequerimentsThe type needs to be marked with the [Serializable] atribute
Type must be public (public class person)

Must implement a parameterless constructor (in order to deserialize the object)

If you are serializing a non generic collection of items, you must pass the types that are stored in the collection as a parameter in the constructor of the XmlSerializer.
ProsThe output byte stream generated is compact

The serialization process is faster than using the other formatters.

Serializes public and private members (deep serialization)
Class doesn't need to be decorated with [Serializable] attribute.

Developer has a deep control about how each field is going to be serialized by using attributes
ConsFormat not readable by other techonolgies (just .NET Framework)Only public members will be serialize! (shallow serialization)

Source

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