
Ever wonder why your variables reset after Play Mode?
Or how Unity “remembers” your Inspector edits when you close and reopen a project? It’s all serialization — the invisible backbone of Unity’s Editor and runtime.
In this new post, I explain:
- What serialization actually is (and isn’t)
- How Unity uses it to save scenes, prefabs, and ScriptableObjects
- Why changes vanish after Play Mode
- How AssetBundles use serialization at runtime
- Common gotchas and how to fix them
Once you understand serialization, you’ll stop fighting Unity and start working with it.
đź§ Read it here
Have you ever lost data in Unity because you didn’t understand serialization? Drop your horror story 👇
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