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I have a tree structure of data that I am using to store data. The Top level data is a Scriptable object that is saved into the project, and the tree data itself is stored as serializable classes that have an unknown number of children (ye old N-ary tree). This saves completely in Unity when I create the object, and change scenes and play. The data is all stored and completely fine. When I reopen the project after closing however, I find the data truncated to a depth of 8. Is this a known limit to Unity's serialization system? root/1/2/3/4/5/6/7 is saved. All of 7's children are lost.
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Sounds a bit weird. There are no limitations like that as far as I know it. Bit of an update. I could not get it to work. I turned the data into Scriptable Objects and saved them into the same asset file. I don't have time currently to sufficiently test, but I will come back to this at a later date and update with findings.
Jul 15 '12 at 03:45 AM
Avaista
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Yes, you are correct. I am also experiencing this issue and it seems to be undocumented and rarely discussed :(
My attempted solutions:
Anyone know what Unity is using to serialize and deserialize data? It's very fast at loading in comparison to anything I've tried.