Unity 5.5 has been out for about a month now and it’s time to update the benchmarks for JSON libraries. Which is fastest now? Which creates the least garbage? Read on to find out!
Posts Tagged serialization
Which JSON library creates the most garbage? That’s a common question I get in response to my JSON articles. Today’s article finds out the answer!
I wrote an article when Unity 5.3 came out to test its built-in JSON serializer library against some of the open source JSON libraries. Today’s article updates with Unity 5.4 and adds a requested JSON library—Full Serializer—to the mix. Has Unity 5.4 improved performance? Is the new version of JSON.NET any faster? Can Full Serializer best them all? Read on to find out!
To save precious bandwidth, keeping your AMF data size small is crucial. By default, AMF has a tendency to create bloated data sizes. In the last article, I showed a way to shrink your class names to a single character when stored in AMF data. Today I’ll show a you a trick to shrink your class field names to a single character. Read on to find out how.
I’ve talked about AMF serialization size before, but there’s one tip I left out. Today’s article shows you one crucial step you need to take to make sure your AMF data is packed as tightly as possible so you’re not wasting file size or bandwidth.
We know that you can automatically serialize anything to a ByteArray
and that it’s faster and smaller than XML or JSON, but why is it so much smaller? Today’s article investigates a bit and reveals the secret that makes it such an efficient format and how that can save you a lot of manual work when it comes time to deserialize the ByteArray
.
One of the new features in Flash Player 11 is a native JSON encoder/decoder class. In the Serialize Anything article, I neglected to add JSON as an option for serializing and deserializing arbitrary objects. In today’s followup we’ll take a look at the performance of the native JSON class and compare it to ByteArray.readObject/writeObject
and XML.