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?
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