Preserving Data During Serialized Class Modification in Unity
In Unity, saving and loading data is a common task, and using a serializable class to represent the data can be convenient. However, when adding more variables to the serialized class, there can be deserialization conflicts when existing save files are used with the new class structure.
To address this issue, consider using a combination of JSON conversion and the PlayerPrefs system. JSON is a platform-independent format that can represent data as text, making it easily portable.
Saving Data:
- Create a Save class as you would for serialization.
- Convert the Save object to JSON using JsonUtility.ToJson(saveData).
- Save the JSON string using PlayerPrefs.SetString("MySettings", jsonData).
Loading Data:
- Load the JSON string using PlayerPrefs.GetString("MySettings").
- Convert the JSON string back to a Save object using JsonUtility.FromJson
(jsonData).
Handling Class Changes:
When modifying the Save class, you can handle existing save files as follows:
- Load the old JSON string from PlayerPrefs.
- Deserialize the JSON string into a new Save object using JsonUtility.FromJson
(jsonData). - Make any necessary adjustments to the object's properties to account for missing or added variables.
- Serialize the adjusted object back to JSON and save it using PlayerPrefs.SetString("MySettings", jsonData).
This approach ensures that existing save files are preserved and adapted to the latest class structure, preventing data loss or deserialization errors.
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