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Question by G-Jewel · Apr 12, 2015 at 07:18 AM · savesave datasaveloadsave scene

How to save user levels?

Hi there I built a very simple level creator in my game. It is a bunch of objects that can be instantiated and moved around to make user created levels. Which is all good and well but what is the best way to save these objects and their locations. So players can save, load and delete their creations. Looking around I came across:

Unity Serialize

http://whydoidoit.com/unityserializer/

which seems perfect as it saves the state and loads them up again. I have not tried it yet but will try integrate into my project later on. Reading the reviews and comments it seems as though the plugin not supported anymore.

So my question is what alternatives are there that could do this? Using Unity 4.5.5 at the moment. Thank you.

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avatar image AlwaysSunny · Apr 12, 2015 at 07:18 AM 0
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Just so you know it's entirely possible: I don't use any bought or found code for my save system.

Saving user generated content at runtime (like a map editor) is identical to saving user progress (like any non-checkpoint-based save system). There is no distinction between the two, except in how you approach the data preparation and usage.

If your game were something like a city builder, this would be your non-checkpoint-based save system.

Decide what needs to be saved and have a serializable $$anonymous$$ap object that holds references to all of those objects. You want Lists of objects which can be reconstructed... You can get there by looking at user-edited GameObjects to create System.Objects that can store what you need like where am I, what prefab am I, what is my status. And on the other hand, you need a map loading system which can read those objects and instantiate the things they represent based on that data.

It's not exactly trivial, but it's not so bad.

avatar image Cherno · Apr 12, 2015 at 09:49 AM 0
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Unity Serializer has a function called SerializeObjectTree or similar in LevelSerializer.cs. Look at it, it's meant to save a single gameobject.

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