Yes saving to JSON directly, without needing to export. So rather than the serialized asset files that can’t be compared in say, a text editor, it would be a JSON file, then when submitting updates to a repo, they’re easy to compare. Otherwise we only see that a BT or FSM was updated, but don’t know if it was a meaningful update, if a position just got moved half an inch, something was accidentally deleted, etc.
Though, now that I think more on it, there’s probably a Unity coding thing behind why JSON is usually an export format rather than default format for saving things, but fingers crossed…
The asset was Behave 2 I think, though I think when I skimmed over the text yesterday I didn’t read it clearly, it just says ‘No funky runtime data formats or interpretation. Designer -> Compiler -> Your code.’, so I think I was wrong about that. -> https://www.assetstore.unity3d.com/en/#!/content/10912
—
An alternative and maybe more likely idea, if that’s not possible, would be an option to (auto) save a .json file beside the .asset file whenever the .asset file is saved, so that source repos can at least visually compare what changed, and developers will know that the .asset file is tied to the .json.