Serialising simple custom objects over RPC (I know, I know :-)

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Hi,
I've seen this question asked a LOT and just wondered if there was a definitive answer or if anything has been implemented in Photon over the years? Photon seems like the PERFECT nexus to implement something for everyone. I have use Custom Type registration provided by Photon (https://doc.photonengine.com/en-us/realtime/current/reference/serialization-in-photon) but it's a manual effort and not as readable/intuitive as it could be IMHO. Limited to 255 types too I think (huge, but still an arbitrary limit).

It seems very common (and sensible) that you would want to take a simple custom class, comprising only serialisable fields like int, Vector3, List, etc. and serialise/deserialise that over an RPC call or stored in room properties, etc. It would increase dev options and make syncing pratcially a "no brainer".

There are a few "serialisation assets" (e.g. https://assetstore.unity.com/packages/tools/input-management/easy-save-the-complete-save-load-asset-768, ) but these seem to focus on saving gameobjects, textures, scene state, etc. to local disk storage. They have the capability of assessing and serialising almost any object but the use case never seems to include taking the serialised data and just putting it in a variable e.g. byte[] that we could then put in an RPC call or Room Property. Has anyone used these assets in this way? Just want to check if it's a good idea because I'd buy it today!

Anyone using protbuf with Photon https://github.com/mgravell/protobuf-net?

Interested to hear any ideas!!

Thanks!