Summary
We've come a long way in this chapter. We started by introducing Unity's serialization system, discussing binary serialization, YAML serialization, and JSON serialization in Unity. Then we explored the assets workflow in Unity, covering important concepts such as GUIDs, File IDs, meta files, the Library
folder, and how to manage the assets import pipeline from C# code. Next, we discussed the Resources
folder and the StreamingAssets
folder in detail, which are special folders in Unity, and understood that what they do can help you better develop games with Unity. Finally, we covered quite a bit about Azure Blob storage and Unity's Addressable Asset system, from how to create an Azure Blob storage service in the Azure Cloud to how to load the addressable content from Azure into a Unity project. It's been an amazing journey!
The knowledge you have acquired in this chapter will help you choose the appropriate serialization mode in Unity according to your...