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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.
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) ✓
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);
Unity Helpers provides several advanced APIs for high-performance and robust 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:
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:
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 | ✅ | ✅ |
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:
CreateFastJsonOptions() — Fast parsing + Unity type converters (Vector3, Color, etc.)CreateFastPocoJsonOptions() — Fastest, no converters, pure C# objects only// 🐌 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);
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
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:
NullReferenceException or TypeLoadException during Protobuf deserializationIn 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):
[ProtoContract] type needs preservationWhen you might not need link.xml:
preserve="all"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.
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:
level value (tag 2) is ignoredxp and skillPoints default to 0playerId, position, inventory) loads correctly✅ Safe Changes (Always Compatible):
⚠️ Requires Care:
int → long works, int → string doesn’t)repeated to singular or vice versa (usually breaks)❌ Never Do This:
required entirely - use validation instead)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.
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.
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);
}
Without schema evolution (JSON/BinaryFormatter):
With Protobuf schema evolution:
[ProtoContract] on an abstract base and list all concrete subtypes with [ProtoInclude(tag, typeof(Subtype))].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);
[ProtoInclude] and declare fields as that base (preferred).Serializer.RegisterProtobufRoot<IMsg, Ping>();
IMsg msg = Serializer.ProtoDeserialize<IMsg>(bytes);
IMsg msg = Serializer.ProtoDeserialize<IMsg>(bytes, typeof(Ping));
AbstractRandom, which is [ProtoContract] and declares each implementation via [ProtoInclude].[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);
IRandom field, register a root or pass the concrete type when deserializing:Serializer.RegisterProtobufRoot<IRandom, PcgRandom>();
IRandom r = Serializer.ProtoDeserialize<IRandom>(bytes);
// or
IRandom r2 = Serializer.ProtoDeserialize<IRandom>(bytes, typeof(PcgRandom));
[ProtoInclude(tag, ...)] and [ProtoMember(tag)] are part of your schema. Add new numbers for new types/fields; never reuse or renumber existing tags once shipped.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
Runtime/Utils/LZMA.cs)References
Runtime/Core/Serialization/Serializer.cs:1Runtime/Utils/LZMA.cs:1System.Text.Json.JsonSerializer calls in app code with Serializer.JsonSerialize/JsonDeserialize/JsonStringify, or with Serializer.Serialize/Deserialize + SerializationType.Json to centralize options and Unity converters.Serializer.ProtoSerialize/ProtoDeserialize or the generic Serializer.Serialize/Deserialize APIs. Ensure models are annotated with [ProtoContract] and stable [ProtoMember(n)] tags.SerializationType.SystemBinary) is deprecated but remains functional for trusted/legacy scenarios. Prefer:
SerializationType.Json (System.Text.Json with Unity-aware converters) for readable, diffable content.SerializationType.Protobuf (protobuf-net) for compact, high-performance binary payloads.System.Text.Json can require extra care under AOT (e.g., IL2CPP):
JsonSerializerOptions and concrete generic APIs over object-based serialization to reduce reflection.JsonSerializer calls.System.Type from untrusted input (see TypeConverter); this is intended for trusted configs/tools.