Alchemy Serialization Process
Adding [AlchemySerialize] to a target type causes Alchemy's source generator to implement ISerializationCallbackReceiver. It collects all fields marked with [AlchemySerializeField] and uses the Unity.Serialization package to serialize their data to JSON. Because references to UnityEngine.Object instances cannot be represented directly in JSON, Alchemy stores them in a separate list and writes their indices to the JSON data.
For example, consider the following class:
using System;
using System.Collections.Generic;
using UnityEngine;
using Alchemy.Serialization;
[AlchemySerialize]
public partial class AlchemySerializationExample : MonoBehaviour
{
[AlchemySerializeField, NonSerialized]
public Dictionary<string, GameObject> dictionary = new();
}
Alchemy generates code similar to the following:
partial class AlchemySerializationExample : global::UnityEngine.ISerializationCallbackReceiver
{
[global::System.Serializable]
sealed class AlchemySerializationData
{
[global::System.Serializable]
public sealed class Item
{
[global::UnityEngine.HideInInspector] public bool isCreated;
[global::UnityEngine.TextArea] public string data;
}
public Item dictionary = new();
[global::UnityEngine.SerializeField] private global::System.Collections.Generic.List<UnityEngine.Object> unityObjectReferences = new();
public global::System.Collections.Generic.IList<UnityEngine.Object> UnityObjectReferences => unityObjectReferences;
}
[global::UnityEngine.HideInInspector, global::UnityEngine.SerializeField] private AlchemySerializationData alchemySerializationData = new();
void global::UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize()
{
if (this is global::Alchemy.Serialization.IAlchemySerializationCallbackReceiver receiver) receiver.OnBeforeSerialize();
alchemySerializationData.UnityObjectReferences.Clear();
try
{
alchemySerializationData.dictionary.data = global::Alchemy.Serialization.Internal.SerializationHelper.ToJson(this.dictionary , alchemySerializationData.UnityObjectReferences);
alchemySerializationData.dictionary.isCreated = true;
}
catch (global::System.Exception ex)
{
global::UnityEngine.Debug.LogException(ex);
}
}
void global::UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()
{
try
{
if (alchemySerializationData.dictionary.isCreated)
{
this.dictionary = global::Alchemy.Serialization.Internal.SerializationHelper.FromJson<System.Collections.Generic.Dictionary<string, UnityEngine.GameObject>>(alchemySerializationData.dictionary.data, alchemySerializationData.UnityObjectReferences);
}
}
catch (global::System.Exception ex)
{
global::UnityEngine.Debug.LogException(ex);
}
if (this is global::Alchemy.Serialization.IAlchemySerializationCallbackReceiver receiver) receiver.OnAfterDeserialize();
}
}
Using [AlchemySerializeField] adds serialization and deserialization overhead. Use it only for fields that Unity cannot serialize normally.