A lot of developers trip up on how best to seralize and deseralize data when using Unity Cloud Save, specifically they often save objects as strings rather saving them directly as objects and sometimes run into problems as a result.
This happens either because people are used to how versions of the Cloud Save SDK used to work, because they don't realise that you can save objects without converting them to a string, or because they don't realise that the approach they are using causes them to be seralized.
If saved as a string instead of directly as an object, data can be more complicated to work with than it needs to be, you won't be able to use features like filters to query on the saved data and if you are viewing in somewhere like the Unity Cloud Dashboard it will just be rendered as a single long escaped string (which is hard to read and even harder to edit).
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