Saving doesn't work after Build
Hello! I have a problem with implementing a level unlock system to my game, the code works ingame, it loads and saves, but after i close the builded game and hit load, it doesn't do anything.
Here is the saving script. thanks the help in advance!
 using UnityEngine;
 using System.Collections;
 using System;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO;
 
 
 public class Saving : MonoBehaviour {
     //This system is good because you cannot find the file in the game folder 
     //and change variables from there to cheat
 
     public static Saving saveController;
 
     //This is the variable from int the game,
     //Make a reference to the object with the 
     //script with the variables you want to
     //manage, or put all the variables you want to manage in here
     
     private PlayerSave playerSave;
 
     private void Start()
     {
         playerSave = GameObject.Find("PlayerSave").GetComponent<PlayerSave>();
         
     }
     
 
     //Singleton manager
     private void Awake()
     {
         if(saveController == null)
         {
             DontDestroyOnLoad(gameObject);
             saveController = this;
         }
         else if (saveController != this)
         {
             Destroy(gameObject);
         }
     }
 
     public void Save()
     {
         // creates a binary formatter &  a file;
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Create(Application.persistentDataPath + "/playerInfo.dat");//Does not have to be .dat, but is what I went with
     
         // creates a object to save the data to
         PlayerData data = new PlayerData();
         
         
         data.CreatedLevelIndex = playerSave.level;
         data.CreatedLevel2unlock = playerSave.level2unlock;
         data.CreatedLevel3unlock = playerSave.level3unlock;
 
 
         // writes the object to the file and closes it
         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();
 
             
             playerSave.level = data.CreatedLevelIndex;
             playerSave.level2unlock = data.CreatedLevel2unlock;
             playerSave.level3unlock = data.CreatedLevel3unlock;
 
            
         }
     }
 
     public void Delete()
     {
         if (File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
         {
             File.Delete(Application.persistentDataPath + "/playerInfo.dat");
         }
     }
 
 }
 
 
 [Serializable]
 class PlayerData
 {
     //Variables that will be in the created file
     public int CreatedLevelIndex;
     public bool CreatedLevel2unlock;
     public bool CreatedLevel3unlock;
 }
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