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Question by Tehokiller299 · Jun 26, 2020 at 07:46 PM · saveloadloadingsaving

Problem with saving the transform of the player

I'am making a horror game with a lot of movement and saving and loading is pretty important, now I followed a tutorial of Brackeys, but it didn't work for me. I have had this problem for so long. Here is the code:

Player.cs:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.IO;
 
 [System.Serializable]
 public class Player : MonoBehaviour
 {
     public void SavePlayer ()
     {
         SaveSystem.SavePlayer(this);
     }
 
     public void LoadPlayer ()
     {
         PlayerData data = SaveSystem.LoadPlayer();
 
         Vector3 position;
         position.x = data.position[0];
         position.y = data.position[1];
         position.z = data.position[2];
         transform.position = position;
     }
 
 }

PlayerData.cs:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System.IO;
 
 [System.Serializable]
 public class PlayerData
 {
     public float[] position;
 
     public PlayerData (Player player)
     {
         position = new float[3];
         position[0] = player.transform.position.x;
         position[1] = player.transform.position.y;
         position[2] = player.transform.position.z;
     }
 
 }

SaveSystem.cs:

 using UnityEngine;
 using System.IO;
 using System.Runtime.Serialization.Formatters.Binary;
 
 public static class SaveSystem
 {  
     public static void SavePlayer (Player player)
     {
         BinaryFormatter formatter = new BinaryFormatter();
         string path = Application.persistentDataPath + "/player.sod";
         FileStream stream = new FileStream(path, FileMode.Create);
 
         PlayerData data = new PlayerData(player);
 
         formatter.Serialize(stream, data);
         stream.Close();
     } 
 
     public static PlayerData LoadPlayer ()
     {
         string path = Application.persistentDataPath + "/player.sod";
         if(File.Exists(path))
         {
             BinaryFormatter formatter = new BinaryFormatter();
             FileStream stream = new FileStream(path, FileMode.Open);
 
             PlayerData data = formatter.Deserialize(stream) as PlayerData;
             stream.Close();
 
             return data;
             
         } else
         {
             Debug.LogError("File not found in" + path);
             return null;
         }
     }
 }
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Answer by CodesCove · Jun 26, 2020 at 09:29 PM

Add default constructor to PlayerData class:

 public PlayerData ()
 {
     position = new float[3];
 }

In the LoadPlayer create the PlayerData instance with "new" before trying to write the stream to it.

 PlayerData data = new PlayerData();

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