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Question by e-bonneville · Apr 04, 2011 at 04:17 PM · serializationhashtable

Can you serialize a hash table?

From the docs:

Serializable types are:

  • All classed inheriting from UnityEngine.Object, for example Gameobject, Commponent, MonoBehaviour, Texture2D, AnimationClip.. - All basic data types like int, string, float, bool. - Some built in types like Vector2, Vector3, Vector4, Quaternion, Matrix4x4, Color, Rect, Layermask.
  • Arrays of a serializable type
  • List of a serializable type (new in Unity2.6)
  • Enums

By list of a serializable type, do they mean hashes can be serialized?

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avatar image CJCurrie · Apr 05, 2011 at 06:42 PM 0
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You should note that the "Serializable types" mentioned in the docs refer to types that can be serialized in the inspector. $$anonymous$$any Unity types (such as the Vector3) cannot be serialized by a BinaryFormatter.

avatar image e-bonneville · Apr 05, 2011 at 07:00 PM 0
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Yes, I was specifically referring to serializing to the Inspector.

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Answer by CJCurrie · Apr 05, 2011 at 06:35 PM

Yes, hashtables can be serialized (edit: in both a BinaryFormatter and the inspector). If you look at the MSDN you'll see

[SerializableAttribute] [ComVisibleAttribute(true)] public class Hashtable : IDictionary, ICollection, IEnumerable, ISerializable, IDeserializationCallback, ICloneable

The [SerializableAttribute] tag means it's definitely serializable by a BinaryFormatter. Furthermore, the following code is tested to work. You should recognize it from ISerializable implementations:

public SaveData (SerializationInfo info, StreamingContext ctxt) { currentLevel = (uint)info.GetValue("currentLevel", typeof(uint));

 // === Events ===
 events = (Hashtable)info.GetValue("events", typeof(Hashtable));

}

public void GetObjectData (SerializationInfo info, StreamingContext ctxt) { info.AddValue("currentLevel", currentLevel);

 // === Events === 
 info.AddValue("events", events);

}

I personally found it very useful to keep track of which scripted events have been triggered by the player, as putting all those into a List would suck to have to remember.

Note that XML serialization is a different beast and doesn't play with Hashtables.

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avatar image CJCurrie · Apr 05, 2011 at 06:37 PM 0
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See my answer at http://answers.unity3d.com/questions/971/how-to-scrip-a-save-load-game-option/50717#50717 for more information on a complete implementation.

avatar image e-bonneville · Apr 05, 2011 at 07:01 PM 0
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Ah, that makes sense. Thanks. :)

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