I don't mean saved on disk, I mean serialized back and forth into C++ land when playing/stopping like the first post mentions. It doesn't make any sense to have a weird "in-between" state between [Serializable] and [NonSerialized] by default, where it serializes the data but doesn't actually deserialize it correctly. It sounds like a bug. Right, but it still "requires" that you add [NonSerialized] to potentially thousands of variables throughout your code just to get around this bug (feature?) which is a waste of time and makes code uglier for no apparent reason.