Unity Serializer v2.47 released
Version 2.47 8/3/13
[Fix] Object layer is saved
[Fix] Object tag is saved
[Fix] Occasional lockup after loading depending on Physics settings
Unity Serializer version 2.46 released
Version 2.46 6/3/13
[New] Dynamically created object can now save materials and meshes
[Fix] Colliders now save physics material
Unity Serializer version 2.45
Version 2.45 4/3/13
[Fix] Transforms at 0,0,0 were not being saved correctly
[Fix] Re-enabled the creation of objects from scratch when the prefab is missing
Unity Serializer v2.4 – Procedural Meshes
Version 2.4 27/2/13
[New] Ability to store procedurally generated meshes
[Fix] Storing references to procedural meshes failed
[Fix] Added fonts to the list of available stored assets
[New] StoreComponent event on LevelSerializer and JSONLevelSerializer to allow programmatic control of which components are stored
UnitySerializer v2.39 released
Version 2.39 26/2/13
[Fix] Problems with components being deleted when they shouldn’t be fixed (when not saving all)
[Fix] Problems with warnings on reloading repaired
[New] SaveGameManager has a new array that can be used to flag prefabs/references that are used in the scene but not referenced at design time
Version 2.38 26/2/13
[Fix] Components being deleted from some reloaded objects
[Fix] Overlapped or concurrent loading of individual objects works better
[New] Improved memory management around stored references
[Fix] Mesh filter saving improved
Unity Serializer v2.36 released (IMPORTANT)
Version 2.36 14/1/13
[Fix] Problem with stored references to components on some platforms (significant)
[Fix] Performance issues around retrieving some types
[Fix] Error in inspector when removing a storage script
Unity Serializer v2.35 released
Version 2.35 12/1/13
[Fix] Problems with prefab references on iOS
[Fix] Problem with sharing save game data between different runtime platforms
[Fix] Unable to set 0 rigidbody center of mass
[Fix] Component references to an object with more than one copy failed
Unity Serializer v2.3
Version 2.3 27/12/12
[Fix] Added all reference types (previously only half done)
[Fix] MeshFilter saves selection
[Fix] PlayerPrefs saved after each write
[Fix] Avatar and Animator references saved in U4
Unity Serializer V2.22 released
Version 2.22 6/12/12
[Fix] Problem with references to scriptable objects
[Fix] Problem with references to children of prefabs
[Fix] Problem with missing some asset references
[Fix] Wizard now shows all tracked references
[New] GUIDs saved as bytes
[Fix] Removed superfluous names in references
Unity Serializer v2.21 released
Version 2.21 30/11/12
[Fix] Problems with rapid succession uploads to servers
Unity Serializer v2.19 – IMPORTANT PATCH
This version fixes an important bug, where objects were being duplicated on loading when using the binary version of the serializer.
This version has also been tested working on Unity 4.
Unity Serializer v2.17 – released (patch)
Version 2.17 23/11/12
[Fix] Improved server connectivity
[Change] Added better error handling on server methods
Unity Serializer v2.13 – patch
Version 2.13 21/11/12
[Fix] Removed debugging code that was causing IOS a problem with JSON
Unity Serializer v2.11 – patch release
[Fix] Individual items are now correctly flagged as IsDeserializing
Unity Serializer v2.1 – Automatic Server Uploads (FTP/HTTP)
Version 2.1 19/11/12
(See new API docs)
[New] Load & SaveObjectTreeToServer – FTP or HTTP post + ToFile
[New] Load & SerializeLevelToServer – FTP or HTTP post + ToFile
[Fix] Missing Unity 4 reference types
Unity Serializer v2.01 – patch release
Version 2.01 makes physics joints much more stable after deserialization.
Unity Serializer Version 2.0 – Released!
The new version of Unity Serializer has support for JSON serialization, the restoration of game objects which are not prefabs and a new API for saving and loading individual object trees.
Full details here.
Unity Serializer v1.18 Released
Version 1.18 4/11/12
[Fix] Prefab references stored as GameObjects were not being restored
[Fix] Time.timeScale not correctly reset after using LoadNow
[Change] LevelLoader GameObject now hidden
[New] IsDeserializing property on UniqueIdentifer/StoreInformation/PrefabIdentifer (good with LoadNow)
[New] public static showWhiteFlash property on LevelSerializer to turn off the loading GUI
Skinned mesh combination – wooo hooo
Finally managed to get my skinned mesh combiner and custom shader working. Creating an almost endless series of characters by:
- Megafiers to morph the objects
- Multiple clothing sets
- Multiple colour replacement
The thing I’m most proud of is that I can fully customise a character’s texture colors and it only requires 3 tiny 4×4 textures to do it – all the big stuff is in one atlas file that’s shared. That’s 1 draw call and 1.5k per character in textures, plus it’s custom mesh at around 80k.
I was struggling with this for ages before deciding to write a custom fragment shader for the first time. Seems to have paid off
Unity Serializer v1.17 released
Version 1.17 27/10/12
[Fix] Game object names not being correctly restored
—————————————————–
News: I am currently developing a JSON version of the serializer for those that wish to read and affect objects on a server.
