> For the complete documentation index, see [llms.txt](https://assetstore.easysave.voxelbusters.com/tutorials/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://assetstore.easysave.voxelbusters.com/tutorials/supported-data-types.md).

# Supported Data Types

{% hint style="info" %}
After checking the supported list in this page, look for a **surprise** note at the end ;)&#x20;
{% endhint %}

## Primitive Data Types

* Boolean
* Char
* SByte
* Byte
* Int16
* UInt16
* Int32
* UInt32
* Int64
* UInt64
* Single
* Double
* Decimal
* DateTime
* String

## System Data Types

* Guid
* TimeSpan
* KeyValuePair
* DateTime

## Collection Data Types

* List
* Hashtable
* Dictionary
* Stack
* Queue

## UnityEngine Data Types

* AnchoredJoint2D&#x20;
* AudioClip&#x20;
* AudioSource&#x20;
* Behaviour&#x20;
* Bounds&#x20;
* BoxCollider2D&#x20;
* BoxCollider&#x20;
* Camera&#x20;
* CapsuleCollider2D&#x20;
* CapsuleCollider&#x20;
* CharacterController&#x20;
* CharacterJoint&#x20;
* CircleCollider2D&#x20;
* Collider2D&#x20;
* Collider&#x20;
* Color32&#x20;
* Color&#x20;
* Component&#x20;
* CompositeCollider2D&#x20;
* ConfigurableJoint&#x20;
* DistanceJoint2D&#x20;
* EdgeCollider2D&#x20;
* FixedJoint2D&#x20;
* FrictionJoint2D&#x20;
* GameObject&#x20;
* HingeJoint2D&#x20;
* HingeJoint&#x20;
* Joint2D&#x20;
* Joint&#x20;
* JointDrive&#x20;
* JointLimits&#x20;
* JointMotor&#x20;
* JointSpring&#x20;
* LayerMask&#x20;
* Light&#x20;
* Material&#x20;
* Matrix4x4&#x20;
* MeshCollider&#x20;
* Mesh&#x20;
* MeshFilter&#x20;
* MeshRenderer&#x20;
* Object&#x20;
* PhysicMaterial&#x20;
* PhysicsMaterial2D&#x20;
* PolygonCollider2D&#x20;
* Quaternion&#x20;
* Rect&#x20;
* RelativeJoint2D&#x20;
* Renderer&#x20;
* Rigidbody2D&#x20;
* Rigidbody&#x20;
* Shader&#x20;
* SkinnedMeshRenderer&#x20;
* SliderJoint2D&#x20;
* SoftJointLimit&#x20;
* SoftJointLimitSpring&#x20;
* SphereCollider&#x20;
* SpringJoint2D&#x20;
* SpringJoint&#x20;
* Sprite&#x20;
* SpriteRenderer&#x20;
* TargetJoint2D&#x20;
* Texture2D&#x20;
* Transform&#x20;
* Vector2&#x20;
* Vector3&#x20;
* Vector4&#x20;
* WheelJoint2D

{% hint style="info" %}
In-fact, With Cross Platform Easy Save, you can serialize any type with the help of built in DataProvider tool. This tool generates the required code automatically and you can start using it. Check [this article](/tutorials/extending-support-for-other-data-types.md) for more details.
{% endhint %}
