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Serialization Guide

TL;DR — What Problem This Solves

Visuals

Serialization Flow

This package provides fast, compact serialization for save systems, configuration, and networking with a unified API.

All formats are exposed via WallstopStudios.UnityHelpers.Core.Serialization.Serializer and selected with SerializationType.

Formats Provided

When To Use What

Use this decision flowchart to pick the right serialization format:

START: What are you serializing?
  │
  ├─ Game settings / Config files
  │   │
  │   ├─ Need human-readable / Git-friendly?
  │   │   → JSON (Normal or Pretty) ✓
  │   │
  │   └─ Performance critical (large files)?
  │       → JSON (Fast or FastPOCO) ✓
  │
  ├─ Save game data
  │   │
  │   ├─ First save system / Need debugging?
  │   │   → JSON (Pretty) ✓
  │   │
  │   ├─ Mobile / Size matters?
  │   │   → Protobuf ✓
  │   │
  │   └─ Need cross-version compatibility?
  │       → Protobuf ✓
  │
  ├─ Network messages (multiplayer)
  │   │
  │   └─ Bandwidth is critical
  │       → Protobuf ✓
  │
  ├─ Editor-only / Temporary cache (trusted environment)
  │   │
  │   └─ Same Unity version, local only
  │       → SystemBinary (⚠️ legacy, consider JSON Fast)
  │
  └─ Hot path / Per-frame serialization
      │
      ├─ Pure C# objects (no Unity types)?
      │   → JSON (FastPOCO) ✓
      │
      └─ Mixed with Unity types?
          → JSON (Fast) ✓

Quick Reference

JSON Examples (Unity-aware)

using System.Collections.Generic;
using UnityEngine;
using WallstopStudios.UnityHelpers.Core.Serialization;

public class SaveData
{
    public Vector3 position;
    public Color playerColor;
    public List<GameObject> inventory;
}

var data = new SaveData
{
    position = new Vector3(1, 2, 3),
    playerColor = Color.cyan,
    inventory = new List<GameObject>()
};

// Serialize to UTF-8 JSON bytes (Unity types supported)
byte[] jsonBytes = Serializer.JsonSerialize(data);

// Pretty stringify and parse from string
string jsonText = Serializer.JsonStringify(data, pretty: true);
SaveData fromText = Serializer.JsonDeserialize<SaveData>(jsonText);

// File helpers
Serializer.WriteToJsonFile(data, path: "save.json", pretty: true);
SaveData fromFile = Serializer.ReadFromJsonFile<SaveData>("save.json");

// Generic entry points (choose format at runtime)
byte[] bytes = Serializer.Serialize(data, SerializationType.Json);
SaveData loaded = Serializer.Deserialize<SaveData>(bytes, SerializationType.Json);

Advanced JSON APIs

Unity Helpers provides several advanced APIs for high-performance and robust file operations.

Async File Operations

For non-blocking file I/O (useful in loading screens or background saves):

using WallstopStudios.UnityHelpers.Core.Serialization;

// Async read from file
SaveData data = await Serializer.ReadFromJsonFileAsync<SaveData>("save.json");

// Async write to file
await Serializer.WriteToJsonFileAsync(data, "save.json", pretty: true);

// With cancellation token (for interruptible operations)
var cts = new CancellationTokenSource();
SaveData data = await Serializer.ReadFromJsonFileAsync<SaveData>("save.json", cts.Token);
await Serializer.WriteToJsonFileAsync(data, "save.json", pretty: true, cts.Token);

When to use async:

Safe Try-Pattern APIs

For graceful error handling without try-catch blocks:

using WallstopStudios.UnityHelpers.Core.Serialization;

// TryRead - returns false if file missing or invalid JSON
if (Serializer.TryReadFromJsonFile<SaveData>("save.json", out SaveData data))
{
    // File exists and parsed successfully
    LoadGame(data);
}
else
{
    // File missing or corrupted - start new game
    StartNewGame();
}

// TryWrite - returns false if write failed
if (!Serializer.TryWriteToJsonFile(data, "save.json"))
{
    Debug.LogError("Failed to save game!");
    ShowSaveErrorDialog();
}

When to use Try-pattern:

Fast Serialization (Hot Paths)

For performance-critical scenarios where you serialize/deserialize frequently:

using WallstopStudios.UnityHelpers.Core.Serialization;

// Fast serialize - stricter options, Unity converters, minimal validation
byte[] fastBytes = Serializer.JsonSerializeFast(networkMessage);

// Fast deserialize
NetworkMessage msg = Serializer.JsonDeserializeFast<NetworkMessage>(fastBytes);

// Fast serialize with buffer reuse (zero-allocation after warmup)
byte[] buffer = null;
int length = Serializer.JsonSerializeFast(networkMessage, ref buffer);
// Use buffer[0..length], buffer is reused on subsequent calls

Fast options differences:

Setting Normal/Pretty Fast
Case-insensitive
Comments allowed
Trailing commas
Include fields
Reference handling Safe Disabled
Unity type converters

Creating Custom Options

Create your own options based on the Fast presets:

using WallstopStudios.UnityHelpers.Core.Serialization;
using System.Text.Json;

// Get a copy of Fast options to customize
JsonSerializerOptions myOptions = Serializer.CreateFastJsonOptions();
myOptions.WriteIndented = true;  // Add pretty-printing

// FastPOCO - for pure C# objects with NO Unity types (fastest)
JsonSerializerOptions pocoOptions = Serializer.CreateFastPocoJsonOptions();

// Use with any serialize method
byte[] bytes = Serializer.JsonSerialize(data, myOptions);
Serializer.WriteToJsonFile(data, "file.json", myOptions);

Option profiles:

Performance Comparison

// 🐌 Normal (most compatible, slightly slower)
byte[] normal = Serializer.JsonSerialize(data);

// 🚀 Fast (stricter, faster parsing/writing)
byte[] fast = Serializer.JsonSerializeFast(data);

// 🚀🚀 Fast + buffer reuse (zero-allocation after first call)
byte[] buffer = null;
int len = Serializer.JsonSerializeFast(data, ref buffer);

// 🚀🚀🚀 Fast POCO (pure C# objects, no Unity types)
JsonSerializerOptions pocoOpts = Serializer.CreateFastPocoJsonOptions();
byte[] fastest = Serializer.JsonSerialize(pureCSharpData, pocoOpts);

Protobuf Examples (Compact + Evolvable)

using ProtoBuf; // protobuf-net
using WallstopStudios.UnityHelpers.Core.Serialization;

[ProtoContract]
public class PlayerInfo
{
    [ProtoMember(1)] public int id;
    [ProtoMember(2)] public string name;
}

var info = new PlayerInfo { id = 1, name = "Hero" };
byte[] buf = Serializer.ProtoSerialize(info);
PlayerInfo again = Serializer.ProtoDeserialize<PlayerInfo>(buf);

// Generic entry points
byte[] buf2 = Serializer.Serialize(info, SerializationType.Protobuf);
PlayerInfo again2 = Serializer.Deserialize<PlayerInfo>(buf2, SerializationType.Protobuf);

// Buffer reuse (reduce GC in hot paths)
byte[] buffer = null;
int len = Serializer.Serialize(info, SerializationType.Protobuf, ref buffer);
PlayerInfo sliced = Serializer.Deserialize<PlayerInfo>(buffer.AsSpan(0, len).ToArray(), SerializationType.Protobuf);
// This package registers protobuf-net surrogates at startup so Unity structs just work in protobuf models.
// The following Unity types are protobuf-compatible out of the box:
// - Vector2, Vector3, Vector2Int, Vector3Int
// - Quaternion
// - Color, Color32
// - Rect, RectInt
// - Bounds, BoundsInt
// - Resolution
// Example: use Vector3 directly in a protobuf-annotated model
using ProtoBuf;              // protobuf-net
using UnityEngine;           // Unity types
using WallstopStudios.UnityHelpers.Core.Serialization;

[ProtoContract]
public class NetworkMessage
{
    [ProtoMember(1)] public int playerId;
    [ProtoMember(2)] public Vector3 position;   // Works via registered surrogates
    [ProtoMember(3)] public Quaternion facing;  // Works via registered surrogates
}

// Serialize/deserialize as usual
var msg = new NetworkMessage { playerId = 7, position = new Vector3(1,2,3), facing = Quaternion.identity };
byte[] bytes = Serializer.ProtoSerialize(msg);
NetworkMessage again = Serializer.ProtoDeserialize<NetworkMessage>(bytes);

Notes

⚠️ IL2CPP and Code Stripping Warning

Critical for IL2CPP builds (WebGL, iOS, Android, Consoles):

Protobuf uses reflection internally to serialize/deserialize types. Unity’s IL2CPP managed code stripping may remove types or fields that are only accessed via reflection, causing silent data loss or runtime crashes in release builds.

Common symptoms:

Solution: Create a link.xml file

In your Assets folder (or any subfolder), create link.xml to preserve your Protobuf types:

<linker>
  <!-- Preserve all your Protobuf-serialized types -->
  <assembly fullname="Assembly-CSharp">
    <!-- Preserve specific types -->
    <type fullname="MyGame.PlayerSave" preserve="all"/>
    <type fullname="MyGame.InventoryData" preserve="all"/>
    <type fullname="MyGame.NetworkMessage" preserve="all"/>

    <!-- Or preserve entire namespace -->
    <namespace fullname="MyGame.SaveData" preserve="all"/>
  </assembly>

  <!-- If using Protobuf types across assemblies -->
  <assembly fullname="MyGame.Shared">
    <namespace fullname="MyGame.Shared.Protocol" preserve="all"/>
  </assembly>

  <!-- Preserve Unity Helpers if needed -->
  <assembly fullname="WallstopStudios.UnityHelpers.Runtime">
    <!-- Usually not needed, but if you see errors: -->
    <type fullname="WallstopStudios.UnityHelpers.Core.Serialization.Serializer" preserve="all"/>
  </assembly>
</linker>

Testing checklist (CRITICAL):

When you might not need link.xml:

Advanced: Preserve only what’s needed

Instead of preserve="all", you can be more selective:

<type fullname="MyGame.PlayerSave">
  <method signature="System.Void .ctor()" preserve="all"/>
  <field name="playerId" />
  <field name="level" />
  <field name="inventory" />
</type>

However, this is error-prone. Start with preserve="all" and optimize later if build size is critical.

Related documentation:


<a id="protobuf-schema-evolution-the-killer-feature"></a>
## Protobuf Schema Evolution: The Killer Feature

**The Problem Protobuf Solves:**

You ship your game with this save format:
```csharp
[ProtoContract]
public class PlayerSave
{
    [ProtoMember(1)] public int level;
    [ProtoMember(2)] public string name;
}

A month later, you want to add a new feature and change the format:

[ProtoContract]
public class PlayerSave
{
    [ProtoMember(1)] public int level;
    [ProtoMember(2)] public string name;
    [ProtoMember(3)] public int gold;        // NEW FIELD
    [ProtoMember(4)] public bool isPremium;  // NEW FIELD
}

With JSON or BinaryFormatter: Players’ existing saves break. You must write migration code or wipe their progress.

With Protobuf: It just works! Old saves load perfectly with gold = 0 and isPremium = false defaults.

Real-World Save Game Evolution Example 🟡 Intermediate

Version 1.0 (Launch):

[ProtoContract]
public class PlayerSave
{
    [ProtoMember(1)] public string playerId;
    [ProtoMember(2)] public int level;
    [ProtoMember(3)] public Vector3DTO position;
}

Version 1.5 (Inventory System Added):

[ProtoContract]
public class PlayerSave
{
    [ProtoMember(1)] public string playerId;
    [ProtoMember(2)] public int level;
    [ProtoMember(3)] public Vector3DTO position;
    [ProtoMember(4)] public List<string> inventory = new();  // NEW: defaults to empty
}

Version 2.0 (Stats Overhaul - level renamed to xp):

[ProtoContract]
public class PlayerSave
{
    [ProtoMember(1)] public string playerId;
    // [ProtoMember(2)] int level - REMOVED, but tag 2 is NEVER reused
    [ProtoMember(3)] public Vector3DTO position;
    [ProtoMember(4)] public List<string> inventory = new();
    [ProtoMember(5)] public int xp;              // NEW: experience points
    [ProtoMember(6)] public int skillPoints;     // NEW: unspent skill points
}

Result: Players who saved in v1.0 can load their save in v2.0:

Schema Evolution Rules

✅ Safe Changes (Always Compatible):

⚠️ Requires Care:

❌ Never Do This:

Multi-Version Compatibility Pattern 🔴 Advanced

Handle breaking changes across major versions gracefully:

[ProtoContract]
public class SaveFile
{
    [ProtoMember(1)] public int version = 3;  // Track your save version

    // Version 1-3 fields
    [ProtoMember(2)] public string playerId;
    [ProtoMember(3)] public Vector3DTO position;

    // Version 2+ fields
    [ProtoMember(10)] public List<string> inventory;

    // Version 3+ fields
    [ProtoMember(20)] public PlayerStats stats;

    public void PostDeserialize()
    {
        if (version < 2)
        {
            // Migrate v1 saves: initialize empty inventory
            inventory ??= new List<string>();
        }

        if (version < 3)
        {
            // Migrate v2 saves: create default stats
            stats ??= new PlayerStats { xp = 0, level = 1 };
        }

        version = 3; // Update to current version
    }
}

⚠️ Common Mistake: Don’t put migration logic in the constructor. Use PostDeserialize() or a dedicated method called after loading. Constructors don’t run during deserialization.

Testing Schema Evolution 🟢 Beginner

Recommended Testing Pattern:

// 1. Save a file with version N:
var oldSave = new PlayerSave { level = 10, name = "Hero" };
byte[] bytes = Serializer.ProtoSerialize(oldSave);
File.WriteAllBytes("test_v1.save", bytes);

// 2. Update your schema (add new fields)

// 3. Load the old file with new schema:
byte[] oldBytes = File.ReadAllBytes("test_v1.save");
var loaded = Serializer.ProtoDeserialize<PlayerSave>(oldBytes);

// New fields have defaults, old fields are preserved
Assert.AreEqual(10, loaded.level);
Assert.AreEqual("Hero", loaded.name);
Assert.AreEqual(0, loaded.gold);  // New field defaults to 0

Best Practice: Keep regression test files — Store save files from each version in your test suite.

Common Save System Patterns

Pattern 1: Version-Aware Loading 🟡 Intermediate

public SaveFile LoadSave(string path)
{
    byte[] bytes = File.ReadAllBytes(path);
    SaveFile save = Serializer.ProtoDeserialize<SaveFile>(bytes);

    // Perform any version-specific migrations
    save.PostDeserialize();

    return save;
}

Pattern 2: Gradual Migration (preserve old format for rollback) 🔴 Advanced

public class SaveManager
{
    public void SaveGame(PlayerData data)
    {
        var protobuf = ConvertToProtobuf(data);
        byte[] bytes = Serializer.ProtoSerialize(protobuf);

        // Write both formats during transition period
        File.WriteAllBytes("save.dat", bytes);
        Serializer.WriteToJsonFile(data, "save.json.backup");
    }
}

Pattern 3: Automatic Backup Before Save 🟡 Intermediate

public void SaveGame(SaveFile save)
{
    string path = "player.save";
    string backup = $"player.save.backup_{DateTime.Now:yyyyMMdd_HHmmss}";

    // Backup existing save before overwriting
    if (File.Exists(path))
    {
        File.Copy(path, backup);
    }

    byte[] bytes = Serializer.ProtoSerialize(save);
    File.WriteAllBytes(path, bytes);

    // Keep only last 3 backups
    CleanupOldBackups("player.save.backup_*", keepCount: 3);
}

Why This Matters for Live Games

Without schema evolution (JSON/BinaryFormatter):

With Protobuf schema evolution:

Protobuf Compatibility Tips


Protobuf Polymorphism (Inheritance + Interfaces)

using ProtoBuf;

[ProtoContract]
public abstract class Message { }

[ProtoContract]
public sealed class Ping : Message { [ProtoMember(1)] public int id; }

[ProtoContract]
[ProtoInclude(100, typeof(Ping))]
public abstract class MessageBase : Message { }

[ProtoContract]
public sealed class Envelope { [ProtoMember(1)] public MessageBase payload; }

// round-trip works: Envelope.payload will be Ping at runtime
byte[] bytes = Serializer.ProtoSerialize(new Envelope { payload = new Ping { id = 7 } });
Envelope again = Serializer.ProtoDeserialize<Envelope>(bytes);
Serializer.RegisterProtobufRoot<IMsg, Ping>();
IMsg msg = Serializer.ProtoDeserialize<IMsg>(bytes);
IMsg msg = Serializer.ProtoDeserialize<IMsg>(bytes, typeof(Ping));
[ProtoContract]
public class RNGHolder { [ProtoMember(1)] public AbstractRandom rng; }

// Serialize any implementation without surprises
RNGHolder holder = new RNGHolder { rng = new PcgRandom(seed: 123) };
byte[] buf = Serializer.ProtoSerialize(holder);
RNGHolder rt = Serializer.ProtoDeserialize<RNGHolder>(buf);
Serializer.RegisterProtobufRoot<IRandom, PcgRandom>();
IRandom r = Serializer.ProtoDeserialize<IRandom>(bytes);
// or
IRandom r2 = Serializer.ProtoDeserialize<IRandom>(bytes, typeof(PcgRandom));

SystemBinary Examples (Legacy/Trusted Only)

using WallstopStudios.UnityHelpers.Core.Serialization;

var obj = new SomeSerializableType();
byte[] bin = Serializer.BinarySerialize(obj);
SomeSerializableType roundtrip = Serializer.BinaryDeserialize<SomeSerializableType>(bin);

// Generic
byte[] bin2 = Serializer.Serialize(obj, SerializationType.SystemBinary);
var round2 = Serializer.Deserialize<SomeSerializableType>(bin2, SerializationType.SystemBinary);

Watch-outs

Features

References

Migration

2.0 changes

IL2CPP / AOT guidance

System.Text.Json can require extra care under AOT (e.g., IL2CPP):