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JamesNK
Newtonsoft.Json
C#2014–2024
JamesNK / Newtonsoft.Json

Newtonsoft.Json

Json.NET is a popular high-performance JSON framework for .NET

9Distinct people
12Mentions
0Explicit recommenders
11.3KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

Json.NET is a popular high-performance JSON framework for .NET

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 8–Nov 15 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/15/2026, 5:05:26 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year12 dated mentions

Observed mentions: 2014-08-05 19:15:05 UTC to 2024-05-31 17:34:23 UTC.

01232014-01-01 00:00:00 UTC to 2015-01-01 00:00:00 UTC (exclusive): 3 mentions; 2 submissions, 1 comments20142015-01-01 00:00:00 UTC to 2016-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2016-01-01 00:00:00 UTC to 2017-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments2017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 3 mentions; 0 submissions, 3 comments20192020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 1 mentions; 1 submissions, 0 comments2022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments2024

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20142014-01-01 00:00:00 UTC2015-01-01 00:00:00 UTC321
20152015-01-01 00:00:00 UTC2016-01-01 00:00:00 UTC000
20162016-01-01 00:00:00 UTC2017-01-01 00:00:00 UTC303
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC000
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC303
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC101
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC110
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC101

What Hacker News says

3 sources
I've been researching JSON serialization/deserialization libraries for Unity, and I'm writing a spreadsheet comparing the different alternatives. Unity JSON Libraries: https://docs.google.com/spreadsheets/d/1NoIYASJR9uUT-kZxjb54... Unity is limited by the fact that it uses an older version of .NET 2.0, or even preferably a .NET 2.0 subset. It can also be optimized by disabling exceptions. And most importantly on AOT-compiled platforms like iOS and consoles, it doesn't support dynamic JIT compilation and interfaces like Reflection.Emit, which some of the high performance JSON serialization libraries use for optimization. So the question of "Why is reflection so slow?" is very interesting to me as a Unity iOS developer, since I'm forced to use it without all the fancy optimizations (or figure out how to avoid using it). Some of the big fanc
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y luxurious all dancing all singing JSON libraries intended for less restricted CLR platforms like Windows do all kinds of amazing tricks to reduce and optimize their use of reflection. Some of those have been stripped down and ported to Unity, but others haven't. JSON.Net is one of the most advanced feature-rich C# JSON libraries, and it is free, but it is not the fastest. The free version doesn't run on Unity out of the box, but there is a striped down simplified version that runs on Unity available on the Unity Asset Store for $25. JSON.NET home page: http://www.newtonsoft.com/json JSON.Net source code: https://github.com/JamesNK/Newtonsoft.Json Unity JSON.Net port: https://www.assetstore.unity3d.com/#!/content/11347 FastJSON is quite fast true to its name, free, has a lot of advanced features, is deeply customizable, is highly optimized and benchmarked against other libraries, and there's a great in-depth article comparing it to other libraries and explaining its optimization techniques. It hasn't been ported to Unity, but that might be worth doing, since it's such a nice piece of work. I asked the author about it, and he said that its speed was the result of dynamic code generation features that Unity doesn't support. That would sacrifice some of the optimizations and advanced features, but still might be worth doing. FastJSON article and benchmarks: http://www.codeproject.com/Articles/159450/fastJSON FastJSON source: https://github.com/mgholam/fastJSON Full Serializer is a well written free JSON library with lots of useful features that is specifically designed for Unity from the start, which avoids using anything that will limit optimization, like anything higher than .Net 2.0 subset features, advanced reflection features, LINQ, code generation and even exceptions. So far, it seems like the best balanced compromise I've found between Unity's limitations and a full set of useful features, and it looks to me like well written but not overly complex code. FullSerializer source: https://github.com/jacobdufault/fullserializer Thread asking about using FastJSON on Unity, where the FullSerializer author chimes in: https://www.reddit.com/r/Unity3D/comments/2a4c7p/using_fastj... JSONObject is another free simple JSON library written for Unity, which I've been using for years, and while it works for basic stuff, I'm not very happy with it (which is why I'm looking around for alternatives). It's not particularly efficient (in speed or runtime size), has a terrible API, few advanced features, and some embarrassing bugs. (It doesn't correctly handle string escapes like \r \n \u1234 etc -- c'mon, there's a very simple explicit JSON spec that defines every bit of the syntax: follow it!) JSONObject source: https://github.com/mtschoen/JSONObject JSONObject on the Asset Store: https://www.assetstore.unity3d.com/en/#!/content/710 Unity now has its own JSONUtility module that at first glance seems like it might be useful, but once you try to actually use it for anything in the real or virtual world, you hit a wall, because it's a wolf in sheep's clothing. Even worse than a wolf: it's layered directly on top of Unity's infamous serialization system, and inherits all its bizarre quirks and limitations, making it practically useless (and probably slow). https://docs.unity3d.com/ScriptReference/JsonUtility.html https://docs.unity3d.com/Manual/JSONSerialization.html First, in order to begin to understand how truly fucked up Unity's JSONUtility library truly is, you have to understand how truly fucked up Unity's serialization system is, and this great classic blog posting by Lucas Meijer bravely and honestly touches the surface, then falls off into the deep end: Serialization in Unity: https://blogs.unity3d.com/2014/06/24/serialization-in-unity/ While this reddit discussion goes to the heart of the matter: Unity Serialization is truly FUBAR: https://www.reddit.com/r/Unity3D/comments/2e9vlg/unity_seria... For many Unity developers, an important reason for using a JSON serialization library is to avoid using Unity's serialization system. So the idea of JSONUtility being layered on top of the system they were trying to get away from doesn't appeal to them. "This is why I am moving away from scriptable objects style services and into using static clr objects that load their configuration from csv / json txt files. I am loosing editor integration, but Im gaining peace of mind that unity wont blow up and corrupt my array of 100 items, levels, whatever." [–]nventimiglia Expert 2 points 2 years ago https://www.reddit.com/r/Unity3D/comments/2e9vlg/unity_seria... I'd prefer to build on top of Unity's built-in optimized JSON parser if that were possible, layering a system like Full Serialization on top of it without tangling with Unity Serialization, but the current JSONUtility API makes that impossible. Unity should publish the source for JSONUtility to the community (and throw in Serialization too please, so we can at least understand how it works when we're forced to interact with it), and accept pushes, please!
In Why is .NET reflection slow?

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