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Question by kevinamoin23 · Sep 11, 2016 at 04:43 PM · gameobjectsaveload

Hello I have a script in which saving a character position but how can I save a text value also or gameobject? when the player save the game? This is my code for saving the position of the player.

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

     PlayerData data = new PlayerData();

     data.posx = transform.position.x;
     data.posy = transform.position.y;
     data.posz = transform.position.z;

     data.rotx = transform.eulerAngles.x;
     data.roty = transform.eulerAngles.y;
     data.rotz = transform.eulerAngles.z;

     bf.Serialize(file, data);
     file.Close();


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

         transform.position = new Vector3(data.posx, data.posy, data.posz);
         transform.rotation = Quaternion.Euler(data.rotx, data.roty, data.rotz);

     }       
 }
 [Serializable]
 class PlayerData
 {
     public float posx;
     public float posy;
     public float posz;

     public float rotx;
     public float roty;
     public float rotz;



 }
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avatar image Cherno · Sep 11, 2016 at 05:48 PM 0
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  1. Please use the title space reasonably. It's irritating to have the whole question condensed into the title.

  2. To save a string ("text value"), add a string variable to the PlayerData class and assign it as with any of the other variables.

  3. GameObject, and all other Unity-specific Types, can't be serialized directly without implementing SerializationSurrogates. $$anonymous$$SDN is your friend :)

You might find my free SerializeHelper utility helpful. SerializeHelper - Free save and load utility. (De)Serialize all objects in your scene.

avatar image kevinamoin23 Cherno · Sep 11, 2016 at 06:34 PM 0
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hello please eloborate your answer I cant really understand clearly because Im a newbie. $$anonymous$$aybe you a sample code in which I can clearly understand . Btw thanks for the response :D godbless :)

avatar image Cherno kevinamoin23 · Sep 11, 2016 at 07:01 PM 0
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  public void SaveState()
  {
      BinaryFormatter bf = new BinaryFormatter();
      FileStream file = File.Create(Application.persistentDataPath + "/PlayerData.dat");
      PlayerData data = new PlayerData();
      data.posx = transform.position.x;
      data.posy = transform.position.y;
      data.posz = transform.position.z;
      data.rotx = transform.eulerAngles.x;
      data.roty = transform.eulerAngles.y;
      data.rotz = transform.eulerAngles.z;
      data.myText = "Hello World!";//added line
      bf.Serialize(file, data);
      file.Close();
  }
  public void LoadState()
  {
    if(File.Exists(Application.persistentDataPath + "/PlayerData.dat"))
      {
          BinaryFormatter bf = new BinaryFormatter();
          FileStream file = File.Open(Application.persistentDataPath + "/PlayerData.dat", File$$anonymous$$ode.Open);
          PlayerData data = (PlayerData) bf.Deserialize(file);
          file.Close();
          transform.position = new Vector3(data.posx, data.posy, data.posz);
          transform.rotation = Quaternion.Euler(data.rotx, data.roty, data.rotz);
          Debug.Log("Text saved in loaded data: " + data.myText);//added line
      }       
  }
  [Serializable]
  class PlayerData
  {
      public float posx;
      public float posy;
      public float posz;
      public float rotx;
      public float roty;
      public float rotz;
      public string myText;//added line
  }

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