Serialization
This article explains Serialization and Deserialization in plain terms: converting an object into storable or transferable data such as strings, files, bytes, or JSON, and converting that data back into an object. It uses a game-save example to show how this works in practice, then explains why serialization is needed for saving/loading, network communication, APIs, databases, cloud storage, Unity Editor and Inspector display, and cache or config data. It also outlines the basic flow with C# and describes serialization in Unity, including how scene, prefab, and ScriptableObject data are saved and what Unity can serialize. The post then compares common types of serialization—JSON, Binary, XML, and custom serialization—and gives a Unity game save system example for saving and loading player data. Finally, it summarizes the benefits of serialization, such as easier storage and transfer and support for common formats, as well as the risks, including unsupported types, editable JSON data, binary version compatibility issues, and the need for security in online use.