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Question by Rick-Wyeth · Jul 10, 2016 at 05:19 PM · gameobjectsave datasaveload

How to save activated TextObject in a TextBasedAdventure game?

Hi there!

I'm rather new in Unity. Recently i made a TextBasedAdventure game and many people liked it (but most of them told me, that they missed a SAVE/LOAD function).

So i tought i make one, but I'm stuck at the most important part of it. Until now i managed to make a save / load function that can save the player attributes, like name, healthpoints, the inventory. But i can't figure out how to save the game state.

The game is a simple text-based adventure games, where you get a UI text area with the text, and several buttons to choice.

For example: At first the Welcome gameobject is activated which is a UI Text. I click on the button NEXT. The welcome gameobject gets inactivated and the CharacterName gameobject (which is another UI Text) gets activated.

All UI text is a child of an empty gameobject and only one is activated at a time. I'm thinking about checking the active states, and save all of them in the file, then load, but i think there is a simple answer for this.

(Sorry for my english, not my native language).

Thanks for your answers.

Richard

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