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Question by dsamuelson · Nov 11, 2015 at 05:46 PM · serializationsaveloadpersistence

Serializer deletes saved info on game restart

So I've been working on this game and there's a big issue when I go to run it on the phone ( Galaxy Note5) is that it doesn't keep any of the data if the game is force closed or reset for some reason. As well when I exit the game it doesn't fully close unless you close it from the program menu but that seems to reset the info as well. here's my script:

using UnityEngine; using System.Collections; using System; using System.Runtime.Serialization.Formatters.Binary; using System.IO;

public class GameStatsSc : MonoBehaviour { public static GameStatsSc GameStats;

 public int soapChipsObtained;
 public int soapBarsObtained;
 public float metersTraveled;
 public bool hasRevive;
 public int numberOfRevives;
 public bool usedRevive;
 public bool hasTwoHundred;
 public int numberOfTwoHundreds;
 public bool hasOneThousand;
 public int numberOfOneThousands;
 public bool hasBlackBody;
 public bool hasBlackBodyEquipped;
 public bool hasRedBody;
 public bool hasRedBodyEquipped;
 public bool hasGoldBody;
 public bool hasGoldBodyEquipped;
 public bool hasArmoredBody;
 public bool hasArmoredBodyEquipped;
 public bool hasFireBody;
 public bool hasFireBodyEquipped;

 void Awake () {
     Debug.Log (Application.persistentDataPath);
     if (GameStats == null) {
         DontDestroyOnLoad (gameObject);
         GameStats = this;
     } else if (GameStats != this) {
         Destroy (gameObject);
     }
     Load ();
 }
 void OnEnable(){
     Load ();
 }
 void OnDisable(){
     Save ();
 }



 public void Save(){
     BinaryFormatter bf = new BinaryFormatter ();
     FileStream file = File.Create (Application.persistentDataPath + "/roundmanplayerInfo.dat");

     PlayerData data = new PlayerData ();
     data.soapChipsObtained = soapChipsObtained;
     data.SoapBarsObtained = soapBarsObtained;
     data.metersTraveled = metersTraveled;
     data.hasRevive = hasRevive;
     data.numberOfRevives = numberOfRevives;
     data.hasTwoHundred = hasTwoHundred;
     data.numberOfTwoHundreds = numberOfTwoHundreds;
     data.hasOneThousand = hasOneThousand;
     data.numberOfOneThousands = numberOfOneThousands;
     data.hasBlackBody = hasBlackBody;
     data.hasRedBody = hasRedBody;
     data.hasGoldBody = hasGoldBody;
     data.hasArmoredBody = hasArmoredBody;
     data.hasFireBody = hasFireBody;
     bf.Serialize (file, data);
     file.Close ();

 }

 public void Load(){
     if (File.Exists (Application.persistentDataPath + "/roundmanplayerInfo.dat")) {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Open (Application.persistentDataPath + "/roundmanplayerInfo.dat",FileMode.Open);
         PlayerData data = (PlayerData)bf.Deserialize (file);
         file.Close ();

         soapChipsObtained = data.soapChipsObtained;
         soapBarsObtained = data.SoapBarsObtained;
         metersTraveled = data.metersTraveled;
         hasRevive = data.hasRevive;
         numberOfRevives = data.numberOfRevives;
         hasTwoHundred = data.hasTwoHundred;
         numberOfTwoHundreds = data.numberOfTwoHundreds;
         hasOneThousand = data.hasOneThousand;
         numberOfOneThousands = data.numberOfOneThousands;
         hasBlackBody = data.hasBlackBody;
         hasRedBody = data.hasRedBody;
         hasGoldBody = data.hasGoldBody;
         hasArmoredBody = data.hasArmoredBody;
         hasFireBody = data.hasFireBody;

     }
 }

}

[Serializable] class PlayerData { public int soapChipsObtained; public int SoapBarsObtained; public float metersTraveled; public bool hasRevive; public int numberOfRevives; public bool hasTwoHundred; public int numberOfTwoHundreds; public bool hasOneThousand; public int numberOfOneThousands; public bool hasBlackBody; public bool hasRedBody; public bool hasGoldBody; public bool hasArmoredBody; public bool hasFireBody; }

I'm not sure what to do otherwise as it works with the computer Unity engine but not the phone. Please assist.

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Answer by dsamuelson · Nov 15, 2015 at 10:17 AM

I notice that the problem seems unique to samsung devices. Don't know why but it should be working with anything but I can get it all to work on my other devices with no issue but any samsung device seems to just stop working with anything but player prefs.

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