P0-P-172: Part 87: Server Serialisation
The next goal is to move the scene and game assets from the client to the server. I want to be able to store all game objects in the database, and then load them to and from the client as needed.
To accomplish this, I intend to use Voxel Busters “Runtime Serialisation” asset, available from the asset store HERE. There is a free version HERE.
This resource allows the serialisation of an entire scene, I can basically convert gameobjects into a string and send it to the database for storage. I can then restore the gameobject, including any scripts, textures, etc, completely from the database string.
I was able to integrate the resource quite easily. The only problem is that serialising a complex object produces a very long string, and serialising an entire scene of objects produces even longer strings. I am having issues dealing with this amount of data being sent from the unity game server to my c# server, which administers the database.
I can increase the buffer size of the send/receive buffers, but this is not an ideal solution.