Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by upariver · Nov 16, 2016 at 05:01 PM · saveloadfor looppersistentdatapath

for loop function causing game to not save

I am trying to save my game and it all works fine, until I get to using a for loop to obtain variables. It works fine without the for loop, however I need it to obtain the values to spawn the prefabs again.

 using UnityEngine;
 using System.Collections;
 using System;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO;
 using System.Collections.Generic;
 using UnityEngine.UI;
 
 public class SaveLoadManager: MonoBehaviour {
 
    
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
 
     public static void SavePlayer(UI_Holder player) {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream stream = new FileStream(Application.persistentDataPath + "/player.sav", FileMode.Create);
 
         PlayerData data = new PlayerData(player);
 
         bf.Serialize(stream, data);
         stream.Close();
 
     }
 
     public static void LoadPlayer(UI_Holder main)
     {
         if (File.Exists(Application.persistentDataPath + "/player.sav"))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream stream = new FileStream(Application.persistentDataPath + "/player.sav", FileMode.Open);
 
             PlayerData data = bf.Deserialize(stream) as PlayerData;
             main.isSetupComplete = data.SetupComplete;
             main.SlotNumber = data.SlotNumber;
             main.Username = data.Username;
             main.SpawnChildrenScroll(data.ChildNumber);
             //main.Children = data.Children;
             stream.Close();
             
             
         }else
         {
             Debug.LogError("File does not exist.");
             //return new int[1];
         }
     }
 
 }
 
 [Serializable]
 public class PlayerData
 {
     public int SlotNumber;
     public bool SetupComplete;
     public string Username;
     public int ChildNumber;
     public int[] ChildrenPoints;
     public string[] ChildNames;
     public int[] ChildID;
 
   
 
 
     public PlayerData(UI_Holder player)
     {
         //Here you add the vars to save
         
         SetupComplete = player.isSetupComplete;
         SlotNumber = player.SlotNumber;
         Username = player.Username;
         ChildNumber = player.Children.Count;

// FOR LOOP GUILTY OF CHARGE

         /*for( int i=0; i < ChildNumber; i++)
         {
             ChildrenPoints[i] = player.Children[i].GetComponent<ChildScrollContainer>().ChildPoints;
             ChildNames[i] = player.Children[i].GetComponent<ChildScrollContainer>().ChildName;
             
         }*/
         //Children = player.Children;
     }
 }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by JeffHardddyyy · Nov 16, 2016 at 05:08 PM

Add "break;" to the end.

When "break" is added, it stops the for loop after it is played. Or if under certain circumstances such as "if"

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image upariver · Nov 16, 2016 at 05:14 PM 0
Share

It doesn't work I'm afraid. Thanks for the suggestion nonetheless.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

78 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Access to the Application.persistentDataPath is denied in Android 1 Answer

How do I incorporate the PlayerPrefs.Save so that it writes all the modified data to disk. Note I am very new to C# and thank you all in advance 2 Answers

How to save my gold when i quit the game 1 Answer

Why Does My Saved Data Not Load? 0 Answers

PlayerPrefs Autosave [SOLVED] 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges