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Question Saving Tilemap

Discussion in '2D' started by slightlygrim, Jan 20, 2023.

  1. slightlygrim

    slightlygrim

    Joined:
    Jul 10, 2017
    Posts:
    13
    So I've tried all the tutorials I can get my hands on for this but all of the seem to be able to serialize the TileBase.

    I've tried using jsonUtility and newtonsoft jsonConvert but jsonUtility just return null and jsonConvert throw this exception:

    "JsonSerializationException: Self referencing loop detected for property 'normalized' with type 'UnityEngine.Vector3'. Path 'saves[0].data.allTileInfo[0].tile.sprite.bounds.center'."

    Is there something I'm missing or can you no longer serialize TileBase?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,726
    Almost all Unity3D engine objects cannot be serialized.

    One way is to serialize them by a proxy object that contains everything necessary to rehydrate the Unity object.

    Another way to serialize them which might work well in your case is to serialize and store the name of each tile. This of course requires you to never have duplicate names, but this is easily enforced either by using only a single directory, or else by editor tooling to detect and complain about identical names.

    At the end of the day there is nothing special about Tiles vis-a-vis loading / saving.

    Load/Save steps:

    https://forum.unity.com/threads/save-system-questions.930366/#post-6087384

    An excellent discussion of loading/saving in Unity3D by Xarbrough:

    https://forum.unity.com/threads/save-system.1232301/#post-7872586

    Loading/Saving ScriptableObjects by a proxy identifier such as name:

    https://forum.unity.com/threads/use...lds-in-editor-and-build.1327059/#post-8394573

    When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls
    new
    to make one, it cannot make the native engine portion of the object.

    Instead you must first create the MonoBehaviour using AddComponent<T>() on a GameObject instance, or use ScriptableObject.CreateInstance<T>() to make your SO, then use the appropriate JSON "populate object" call to fill in its public fields.

    If you want to use PlayerPrefs to save your game, it's always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

    https://gist.github.com/kurtdekker/7db0500da01c3eb2a7ac8040198ce7f6

    Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

    https://docs.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide
     
  3. vonchor

    vonchor

    Joined:
    Jun 30, 2009
    Posts:
    249
    Why do you want to do this?