Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
3
Question by vexe · Jun 21, 2017 at 02:32 PM · assetserializationserializebinary

"Asset Serialization Mode" - Is that only during development or runtime as well?

Greetings,

I can't seem to find any information about this. But when you switch serialization mode to 'Binary' or 'Force Text', does that apply to in-editor serialization only? or does it also apply to runtime serialization as well?

By runtime serialization I mean the serialization that gets invoked when instantiating GameObjects where it has to walk the serializable fields to correctly set the values in an instance from a source. Also deserialization when a scene loads.

If setting it to 'Force Text' means it gets applied to runtime as well, does that mean one could potentially beneift speed from switching to 'Binary' on build time to get faster runtime serialization/deserialization since Binary is always faster than Text? Would that mess up asset GUIDs?

(I bolded my questions so it's clear)

Thanks

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image hexagonius · Jun 21, 2017 at 03:56 PM 0
Share

The docs only say binary is mire space efficient, but nothing else. Interesting question

1 Reply

· Add your reply
  • Sort: 
avatar image
3

Answer by ifdef_ben · Jun 21, 2017 at 08:40 PM

I'm pretty sure the 'Force Text' option was created to allow assets' conflict resolution in Source Control like Git. So all your prefabs, scenes, meta-files and other .asset files are saved in YAML text format.

So yeah, this probably has a negative performance impact in the editor, I'm talking here about edition mode and runtime in the editor only. BUT, when you build your game Unity will serialize everything in a few big binary Resource files. I compared the size of my compiled my project with and without force-text serialization and the project size was the same in both cases (it would have been much bigger if the build asset where still in text format).

I hope this answers your question.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image ifdef_ben · Jun 21, 2017 at 09:34 PM 0
Share

Also if you're worrying about Forced-Text messing up your GUIDs I think you should take a look at this very instructive answer. Basically yeah doing the switch to forced-text can mess up some of your assets, but with a careful and methodical approach you shouldn't loose any data.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

70 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Delete a serialized binary save file 2 Answers

Got a Problem when serializing Class Dictionary with Custom Editor 1 Answer

ScriptableObject loses data after Reload 1 Answer

Custom assets give Missing (Mono Script) 0 Answers

Assistance needed with serialization, inheritance and scriptableobject 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges