General Category > Game Development
How are you handling Serialization with Unity3D?
RogueDeus:
Me again. Finely have reason to bother you!
I have one of those pesky Unity questions I warned you about... Hope you don't mind.
Q: Since there is very little built in support for saving data in the Unity library, I was wondering how you implemented serialization in your games?
x4000:
Completely custom. Our serialization is based on custom input and output encoding buffers that write ascii data, which is then compressed when need be.
RogueDeus:
--- Quote from: x4000 on September 20, 2011, 03:21:38 PM ---Completely custom. Our serialization is based on custom input and output encoding buffers that write ascii data, which is then compressed when need be.
--- End quote ---
How often do you write it to disk?
x4000:
It really varies, and depends on what game you're talking about. If you mean AI War, it's as often as every minute, depending on how autosave is set up. With Tidalis, it's whenever data changes that we persist. With AVWW, it's in thousands of smaller files that get written (and read, for that matter) only as their data changes, but with a max amount of data allowed to be saved at any given time.
RogueDeus:
--- Quote from: x4000 on September 20, 2011, 05:43:42 PM ---It really varies, and depends on what game you're talking about. If you mean AI War, it's as often as every minute, depending on how autosave is set up. With Tidalis, it's whenever data changes that we persist. With AVWW, it's in thousands of smaller files that get written (and read, for that matter) only as their data changes, but with a max amount of data allowed to be saved at any given time.
--- End quote ---
Thanks for the swift replies.
So in AVWW when you enter an area with persisted data, you check to see if serialization has already occurred for that data, and if so you retrieve it?
I am wondering about serialization mostly because it is the most mysterious part of coding for me. (at the moment)
Navigation
[0] Message Index
[#] Next page
Go to full version