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Question by Jackv949 · Sep 25, 2018 at 02:01 AM · c#serializationjson

Serializing subclass of generic class not working

I'm trying to serialize a generic class by creating special subclasses as mentioned in many placed (even the documentation for UnityEvent) but it's not working as expected.

 [Serializable]
 public class SceneData
 {
     // Need to create subclasses to be able to serialize
     [Serializable]
     private class PersistentBoolCollection : PersistentItemDataCollection<bool> { }
     
     [SerializeField]
     private PersistentBoolCollection persistentBools;
 }
 
 [Serializable]
 public class PersistentItemDataCollection<T> : ISerializationCallbackReceiver
     where T : struct
 {
     // Use special data type for serialization
     [Serializable]
     private struct SerializableItemData
     {
         public string SceneName;
         public string ID;
         public T Value;
     }
 
     [SerializeField]
     private List<SerializableItemData> serializedList = new List<SerializableItemData>();
 
     [NonSerialized]
     private Dictionary<string, Dictionary<string, PersistentItemData<T>>> scenes
         = new Dictionary<string, Dictionary<string, PersistentItemData<T>>>();
 
     public void OnAfterDeserialize()
     {
         // Convert itemData to dictionary for fast runtime access
         scenes = new Dictionary<string, Dictionary<string, PersistentItemData<T>>>(serializedList.Count);
         foreach (var serializableItem in serializedList)
         {
             scenes[serializableItem.SceneName][serializableItem.ID] = new PersistentItemData<T>
             {
                 SceneName = serializableItem.SceneName,
                 ID = serializableItem.ID,
                 Value = serializableItem.Value
             };
         }
     }
 
     public void OnBeforeSerialize()
     {
         // Dictionaries can't be serialized so convert to list first
         serializedList = new List<SerializableItemData>();
         foreach (var scene in scenes)
         {
             foreach (var id in scene.Value)
             {
                 serializedList.Add(new SerializableItemData
                 {
                     SceneName = scene.Key,
                     ID = id.Key,
                     Value = id.Value.Value
                 });
             }
         }
     }
 
     public void SetValue(PersistentItemData<T> itemData)
     {
         if (!scenes.ContainsKey(itemData.SceneName))
             scenes[itemData.SceneName] = new Dictionary<string, PersistentItemData<T>>();
 
         scenes[itemData.SceneName][itemData.ID] = itemData;
     }
 
     public bool TryGetValue(string sceneName, string id, out PersistentItemData<T> value)
     {
         if (scenes.ContainsKey(sceneName) && scenes[sceneName].ContainsKey(id))
         {
             value = scenes[sceneName][id];
             return true;
         }
         else
         {
             value = default(PersistentItemData<T>);
             return false;
         }
     }
 }

When using JsonUtility to serialize SceneData the output is:

 "sceneData":{"persistentBools":{},"persistentInts":{}}

I confirmed that there were 24 items in the list after the OnBeforeSerialize callback, so I'm not sure what is going wrong here.

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Best Answer

Answer by Jackv949 · Sep 25, 2018 at 08:11 AM

Turns out Unity will only serialize generic types that are one level deep. It's not ideal, but a workaround is to make the subclass another public class and pass it in:

     [Serializable]
     public class SerializableItemData<T>
     {
         public string SceneName;
         public string ID;
         public T Value;
     }
 
     [Serializable]
     public class PersistentItemDataCollection<T, U> : ISerializationCallbackReceiver
         where T : struct
         where U : SerializableItemData<T>, new()
     {
         [SerializeField]
         private List<U> serializedList = new List<U>();
 
         [NonSerialized]
         private Dictionary<string, Dictionary<string, PersistentItemData<T>>> scenes
             = new Dictionary<string, Dictionary<string, PersistentItemData<T>>>();
     }

And then use it like so:

 [Serializable] public class SerializableBoolData : SerializableItemData<bool> { }
 [Serializable] private class PersistentBoolCollection : PersistentItemDataCollection<bool, SerializableBoolData> { }

 [Serializable] public class SerializableIntData : SerializableItemData<int> { }
 [Serializable] private class PersistentIntCollection : PersistentItemDataCollection<int, SerializableIntData> { }
 #endregion

 [SerializeField]
 private PersistentBoolCollection persistentBools;
 public PersistentItemDataCollection<bool, SerializableBoolData> PersistentBools { get { return persistentBools; } }

 [SerializeField]
 private PersistentIntCollection persistentInts;
 public PersistentItemDataCollection<int, SerializableIntData> PersistentInts { get { return persistentInts; } }
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