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Question by Misthra-Games · Nov 09, 2016 at 02:42 AM · serializationsaveloadscriptableobjectpersistence

Unity Not Loading

Hi! I am trying to iplement a save nad load system into my game, but when i port it to android there is a problem. The saving and loading for cash works fine, but if i save before i buy an object in the store, then buy it, then load back to before i bought it, it is already bought.

This is my save/load script in my game controller: using UnityEngine; using System.Collections; using System; using System.Runtime.Serialization.Formatters.Binary; using System.IO; using System.Collections.Generic;

 public class GameControl : MonoBehaviour {
     public static GameControl control;
 
     private cashSystem cS;
 
     public itemObjects[] fI;
 
     public List<bool> fIBought;
     public GameObject flippableInScene;
     public Vector3 spawn;
     private ElementNumber eN;
     private int elNum;
     // Use this for initialization
     void Awake() {
         /*control = this;
         if (control == null) {
             DontDestroyOnLoad (gameObject);
             control = this;
         }
         else if (control != this) {
             Destroy (gameObject);
         }*/
     }
 
     void Start () {
         fIBought = new List<bool>();
         spawn = new Vector3(0, .5f, 0);    
         cS = gameObject.GetComponent<cashSystem> ();
         if (File.Exists (Application.persistentDataPath + "/playerInfo.dat")) {
             Load ();
         }
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
 
 
     public void Save() {
         BinaryFormatter bf = new BinaryFormatter ();
         if (File.Exists (Application.persistentDataPath + "/playerInfo.dat")) {
             File.Delete (Application.persistentDataPath + "/playerInfo.dat");
         }
         FileStream file = File.Create (Application.persistentDataPath + "/playerInfo.dat");
 
         PlayerData data = new PlayerData ();
 
         data.cash = cS.getCashAmount ();
         flippableInScene = GameObject.FindGameObjectWithTag ("flippable");
         eN = flippableInScene.GetComponent<ElementNumber> ();
         elNum = eN.getElement ();
         foreach (itemObjects i in fI) {
             if (i.bought == true) {
                 fIBought.Add (true);
             }
             if (i.bought == false) {
                 fIBought.Add (false);
             }
         }
 
         bf.Serialize (file, data);
         file.Close();
 
 
     }
 
     public void Load() {
         if (File.Exists(Application.persistentDataPath + "/playerInfo.dat")) {
             BinaryFormatter bf = new BinaryFormatter ();
             FileStream file = File.Open (Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
             PlayerData data = (PlayerData)bf.Deserialize (file);
             file.Close();
             Destroy (GameObject.FindGameObjectWithTag("flippable"));
             cS.setCash (data.cash);
             Instantiate (fI[elNum].gameObj, spawn, Quaternion.identity);
 
             foreach (bool b in fIBought) {
                 int i = 0;
                 if(b == false) {
                     fI [i].bought = false;
                     i++;
                 }
                 if(b == true) {
                     fI [i].bought = true;
                     i++;
                 }
             }
 
             Debug.Log ("Loaded");
         }
     }
 }
 
 [Serializable]
 class PlayerData {
     public float cash;
 }

This is my store script:

 using UnityEngine;
 using System.Collections;
 
 public class flippableItemShopButton : MonoBehaviour {
     private cashSystem cS;
     private GameObject sM;
     private GameObject currentFlippable;
     private GameObject flippableHolder;
     public int itemNumber;
     private Vector3 spawnPoint;
     private GameControl cont;
 
     // Use this for initialization
 
     void Awake() {
         
 
     }
     void Start () {
         sM = GameObject.Find ("sceneMaster");
         cont = sM.GetComponent<GameControl> ();
         cS = sM.GetComponent<cashSystem>(); 
         flippableHolder = GameObject.Find ("flippableHolder");
         currentFlippable = GameObject.FindGameObjectWithTag ("flippable");
         spawnPoint = new Vector3 (0, .5f, 0);
 
         if (gameObject.CompareTag("FILock")) {
             if (cont.fI[itemNumber].bought == true) {
                 Destroy (gameObject);
             }
         }
     }
 
     public void onClick() {
         if (cS.getCashAmount () >= cont.fI [itemNumber].cost && cont.fI [itemNumber].bought == false) {
             currentFlippable = GameObject.FindGameObjectWithTag ("flippable");
             cS.spendCash (cont.fI[itemNumber].cost);
             cont.fI [itemNumber].bought = true;
             Destroy (currentFlippable);
             Instantiate (cont.fI[itemNumber].gameObj, spawnPoint, Quaternion.identity);
             
         } else if (cS.getCashAmount () <= cont.fI [itemNumber].cost && cont.fI [itemNumber].bought == false) {
             Debug.Log ("idiot");
         }
         else if(cont.fI [itemNumber].bought == true) {
             currentFlippable = GameObject.FindGameObjectWithTag ("flippable");
             Destroy (currentFlippable);
             Instantiate (cont.fI[itemNumber].gameObj, spawnPoint, Quaternion.identity);
         }
     }
 
     public void onboughtClick() {
             currentFlippable = GameObject.FindGameObjectWithTag ("flippable");
             Destroy (currentFlippable);
         Instantiate (cont.fI[itemNumber].gameObj, spawnPoint, Quaternion.identity);
             
     }
 
 
 
 
 
     public void destroyLockIfBought() {
         if (gameObject.CompareTag("FILock")) {
             if (cont.fI [itemNumber].bought == true) {
                 Destroy (gameObject);
             }
         }
     }
     // Update is called once per frame
     void Update () {
         
     }
 }
 

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