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Question by Ambassador_of_Infinity · Nov 06, 2018 at 05:45 AM · scripting problemserializationfilesavingfiles

Script can't save data into file

I want to make a save file. It's not the first file I'm creating, but this time I encounter an error that I have never encountered before - script doesn't put data into file. Here's data I want to save :

 using System;
 using System.Collections.Generic;
 
 [Serializable] public class SaveInfo  {
     public List<int> infosInt = new List<int>();
     public List<bool> infosBool = new List<bool>();
     public List<List<int>> planets = new List<List<int>>();
     public List<float> positions = new List<float>();
     public List<string> names = new List<string>();
 
     public float posX;
     public float posY;
 
     public int credits, resources, fuel;
     public float HP;
 }

Here's script that doesn't work :

 using UnityEngine;
 using System.IO;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.Collections.Generic;
 
 public class GalaxyGenerator : MonoBehaviour {
     int number;
     public GameObject starPrefab;
     public static SaveInfo info;
     public GameObject loading, notLoading;
     public AudioSource music;
     GameObject newStar; 
     public GameObject markerSprite, marker, circle;
     public Sprite goIn, goOut;
 
     GameObject ClosestStar() //It's neccessary for stars not to ocupy the same place
     {
         GameObject[] stars = GameObject.FindGameObjectsWithTag("Star");
         GameObject star = null;
         float d = float.PositiveInfinity;
         if (stars != null)
         {
             foreach (GameObject go in stars)
             {
                 float nd = Vector3.Distance(go.transform.position, newStar.transform.position);
                 if (nd < d)
                 {
                     d = nd;
                     star = go;
                 }
             }
         }
         return star;
     }
 
     void Start () { //Circle and marker indicate player position in galaxy
        if (File.Exists(Application.dataPath + "/SAVEGAME"))
         {
             Stream stream = File.Open(Application.dataPath + "/SAVEGAME", FileMode.Open);
             BinaryFormatter formatter = new BinaryFormatter();
             SaveInfo info = (SaveInfo)formatter.Deserialize(stream);
             stream.Close();
             markerSprite.GetComponent<SpriteRenderer>().sprite = goOut;
             markerSprite.transform.Translate(new Vector3(0, -0.75F, 0));
             marker.transform.position = new Vector3(info.posX, info.posY, 0);
             Debug.Log(info.fuel);
             circle.transform.localScale = new Vector3(info.fuel, info.fuel, 1);
             number = 499;
             music.enabled = false;
             loading.SetActive(true);
             notLoading.SetActive(false);
             Load();
         }
         else
         {
             markerSprite.GetComponent<SpriteRenderer>().sprite = goIn;
             Stream stream = File.Open(Application.dataPath + "/SAVEGAME", FileMode.OpenOrCreate);
             BinaryFormatter formatter = new BinaryFormatter();
             SaveInfo info = new SaveInfo();
             info.fuel = 5;
             circle.transform.localScale = new Vector3(info.fuel, info.fuel, 1);
             Debug.Log(info.fuel);
             formatter.Serialize(stream, info);
             stream.Close();
             number = 499;
             music.enabled = false;
             loading.SetActive(true);
             notLoading.SetActive(false);
             Generate();
         }
     }
 
     void Generate() //Create new stars. Doesn't work?
     {
         int maxNumber = number;
         Stream stream = File.Open(Application.dataPath + "/SAVEGAME", FileMode.Open);
         BinaryFormatter formatter = new BinaryFormatter();
         info = (SaveInfo)formatter.Deserialize(stream);
         while (number >= 1)
         {
             newStar = Instantiate(starPrefab, new Vector3(Random.Range(-50, 51), Random.Range(-50, 51), 0), Quaternion.identity);
             GameObject star = ClosestStar();
             float distance = Vector3.Distance(star.transform.position, newStar.transform.position);
             if (distance != 0)
             {
                 newStar.tag = "Star";
                 StarGeneration();
                 info.positions.Insert(((maxNumber - number) * 2), newStar.transform.position.x);
                 info.positions.Insert(((maxNumber - number) * 2) + 1, newStar.transform.position.y);
                 info.infosInt.Insert((maxNumber - number) * 3, newStar.GetComponent<StarInfo>().type);
                 info.infosInt.Insert(((maxNumber - number) * 3) + 1, newStar.GetComponent<StarInfo>().imageTypes);
                 info.infosInt.Insert(((maxNumber - number) * 3) + 2, newStar.GetComponent<StarInfo>().systemRotationZ);
                 info.infosBool.Insert((maxNumber - number) * 2, newStar.GetComponent<StarInfo>().habitable);
                 info.infosBool.Insert(((maxNumber - number) * 2) + 1, newStar.GetComponent<StarInfo>().richResources);
                 List<int> list = new List<int>();
                 list = newStar.GetComponent<StarInfo>().planetTypes;
                 info.planets.Insert(maxNumber - number, list);
 
                 newStar.GetComponent<StarInfo>().starName = StarName();
                 while (info.names.Contains(newStar.GetComponent<StarInfo>().starName))
                 {
                     Debug.Log("Attemting to re-generate star name");
                     newStar.GetComponent<StarInfo>().starName = StarName();
                 }
                 newStar.GetComponentInChildren<TextMesh>().text = newStar.GetComponent<StarInfo>().starName;
                 if (newStar.GetComponent<StarInfo>().type == 5 || newStar.GetComponent<StarInfo>().type == 6)
                 {
                     newStar.GetComponentInChildren<TextMesh>().gameObject.transform.Translate(new Vector3(0, -0.15F, 0), Space.Self);
                 }
                 info.names.Insert(maxNumber - number, newStar.GetComponent<StarInfo>().starName);
 
                 number -= 1;
             }
             else
             {
                 Destroy(newStar);
                 Debug.Log("Script was trying to generate a star on position of another star, but it failed");
             }
         }
         formatter.Serialize(stream, info);
         stream.Close();
         music.enabled = true;
         loading.SetActive(false);
         notLoading.SetActive(true);
         Destroy(GetComponent<GalaxyGenerator>());
     }
 
     void Load() //Load info about stars. Doesn't work because there is no info?
     {
         Stream stream = File.Open(Application.dataPath + "/SAVEGAME", FileMode.Open);
         BinaryFormatter formatter = new BinaryFormatter();
         info = (SaveInfo)formatter.Deserialize(stream);
         int maxNumber = number;
         while (number >= 1)
         {
             Debug.Log("Entered while"); //I get it
             Debug.Log(info.names[maxNumber - number]); //I don't get it. Error : "ArgumentOutOfRangeException : Argument is out of range. Parameter name : index"
             Debug.Log("Info exists"); //I don't get it
             newStar = Instantiate(starPrefab, new Vector3(info.positions[(maxNumber - number) * 2], info.positions[((maxNumber - number) * 2) + 1], 0), Quaternion.identity);
             newStar.GetComponent<StarInfo>().type = info.infosInt[(maxNumber - number) * 3];
             newStar.GetComponent<StarInfo>().imageTypes = info.infosInt[((maxNumber - number) * 3) + 1];
             newStar.GetComponent<StarInfo>().systemRotationZ = info.infosInt[((maxNumber - number) * 3) + 2];
             newStar.GetComponent<StarInfo>().habitable = info.infosBool[(maxNumber - number) * 2];
             newStar.GetComponent<StarInfo>().richResources = info.infosBool[((maxNumber - number) * 2) + 1];
             newStar.GetComponent<StarInfo>().planetTypes = info.planets[maxNumber - number];
             newStar.GetComponent<StarInfo>().starName = info.names[maxNumber - number];
             newStar.GetComponentInChildren<TextMesh>().text = info.names[maxNumber - number];
             if (newStar.GetComponent<StarInfo>().type == 5 || newStar.GetComponent<StarInfo>().type == 6)
             {
                 newStar.GetComponentInChildren<TextMesh>().gameObject.transform.Translate(new Vector3(0, -0.15F, 0), Space.Self);
             }
             newStar.tag = "Star";
             number -= 1;
         }
         stream.Close();
     }
 
     string StarName() //Generating new star name. Works
     {
         List<string> s1 = new List<string>();
         List<string> s2 = new List<string>();
         string name = null;
         s1.Insert(0, "A");
         s1.Insert(1, "E");
         s1.Insert(2, "Y");
         s1.Insert(3, "U");
         s1.Insert(4, "O");
         s1.Insert(5, "I");
         s1.Insert(6, "IO");
         s1.Insert(7, "YU");
         s1.Insert(8, "EE");
         s1.Insert(9, "EA");
         s2.Insert(0, "B");
         s2.Insert(1, "C");
         s2.Insert(2, "D");
         s2.Insert(3, "F");
         s2.Insert(4, "G");
         s2.Insert(5, "H");
         s2.Insert(6, "J");
         s2.Insert(7, "K");
         s2.Insert(8, "L");
         s2.Insert(9, "M");
         s2.Insert(10, "N");
         s2.Insert(11, "P");
         s2.Insert(12, "Q");
         s2.Insert(13, "R");
         s2.Insert(14, "S");
         s2.Insert(15, "T");
         s2.Insert(16, "V");
         s2.Insert(17, "W");
         s2.Insert(18, "X");
         s2.Insert(19, "Z");
         s2.Insert(20, "Y");
         s2.Insert(21, "TH");
         s2.Insert(22, "PR");
         s2.Insert(23, "SS");
         s2.Insert(24, "SC");
         s2.Insert(25, "CL");
         s2.Insert(26, "PH");
         s2.Insert(27, "PL");
         s2.Insert(28, "CR");
         s2.Insert(29, "SH");
         s2.Insert(30, "RR");
         s2.Insert(31, "GR");
         s2.Insert(32, "CH");
         name = s1[Random.Range(0, 6)] + s2[Random.Range(0, 33)];
         int j = Random.Range(0, 2);
         for (int i = 0; i < j; i++)
         {
             string p = s1[Random.Range(0, 10)] + s2[Random.Range(0, 33)];
             name = name + p;
         }
         name = name + s1[Random.Range(0, 10)] + s2[Random.Range(0, 20)];
         int k = Random.Range(0, 4);
         if (k != 0)
         {
             if (k == 1)
             {
                 name = name + s1[Random.Range(0, 6)];
             }
             else if (k == 2)
             {
                 name = s2[Random.Range(0, 20)] + name;
             }
             else if (k == 3)
             {
                 name = s2[Random.Range(0, 20)] + name + s1[Random.Range(0, 6)];
             }
         }
         return name;
     }
     
     void StarGeneration() //Generating new star info (other than name). Works
     {
         int chance = Random.Range(1, 101);
         int secondRandom;
         int thirdRandom = Random.Range(1, 6);
 
         if (chance <= 50)
         {
             newStar.GetComponent<StarInfo>().type = 1;
             secondRandom = Random.Range(0, 2);
             if (secondRandom == 1)
             {
                 newStar.GetComponent<StarInfo>().habitable = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().habitable = false;
             }
             if (thirdRandom == 5)
             {
                 newStar.GetComponent<StarInfo>().richResources = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().richResources = false;
             }
         }
         else if (chance >= 51 && chance <= 70)
         {
             newStar.GetComponent<StarInfo>().type = 2;
             secondRandom = Random.Range(1, 11);
             if (secondRandom <= 7)
             {
                 newStar.GetComponent<StarInfo>().habitable = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().habitable = false;
             }
             if (thirdRandom >= 4)
             {
                 newStar.GetComponent<StarInfo>().richResources = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().richResources = false;
             }
 
         }
         else if (chance >= 71 && chance <= 80)
         {
             newStar.GetComponent<StarInfo>().type = 3;
             secondRandom = Random.Range(1, 11);
             if (secondRandom <= 9)
             {
                 newStar.GetComponent<StarInfo>().habitable = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().habitable = false;
             }
             if (thirdRandom >= 2)
             {
                 newStar.GetComponent<StarInfo>().richResources = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().richResources = false;
             }
 
         }
         else if (chance >= 81 && chance <= 85)
         {
             newStar.GetComponent<StarInfo>().type = 4;
             secondRandom = Random.Range(0, 2);
             if (secondRandom == 1)
             {
                 newStar.GetComponent<StarInfo>().habitable = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().habitable = false;
             }
             if (thirdRandom >= 3)
             {
                 newStar.GetComponent<StarInfo>().richResources = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().richResources = false;
             }
 
         }
         else if (chance == 86)
         {
             newStar.GetComponent<StarInfo>().type = 5;
             newStar.GetComponent<StarInfo>().habitable = false;
         }
         else if (chance >= 87 && chance <= 96)
         {
             newStar.GetComponent<StarInfo>().type = 0;
             secondRandom = Random.Range(1, 11);
             if (secondRandom >= 3)
             {
                 newStar.GetComponent<StarInfo>().habitable = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().habitable = false;
             }
             newStar.GetComponent<StarInfo>().richResources = false;
         }
         else if (chance == 97)
         {
             newStar.GetComponent<StarInfo>().type = 6;
             newStar.GetComponent<StarInfo>().habitable = false;
             if (thirdRandom >= 4)
             {
                 newStar.GetComponent<StarInfo>().richResources = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().richResources = false;
             }
 
         }
         else if (chance == 98)
         {
             newStar.GetComponent<StarInfo>().type = 7;
             newStar.GetComponent<StarInfo>().habitable = false;
             newStar.GetComponent<StarInfo>().richResources = true;
         }
         else if (chance == 99)
         {
             newStar.GetComponent<StarInfo>().type = 8;
             newStar.GetComponent<StarInfo>().habitable = false;
             newStar.GetComponent<StarInfo>().richResources = true;
         }
         else if (chance == 100)
         {
             newStar.GetComponent<StarInfo>().type = 9;
             newStar.GetComponent<StarInfo>().habitable = false;
             newStar.GetComponent<StarInfo>().richResources = true;
         }
         else
         {
             newStar.GetComponent<StarInfo>().type = 1;
             secondRandom = Random.Range(0, 2);
             if (secondRandom == 1)
             {
                 newStar.GetComponent<StarInfo>().habitable = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().habitable = false;
             }
             if (thirdRandom == 5)
             {
                 newStar.GetComponent<StarInfo>().richResources = true;
             }
             else
             {
                 newStar.GetComponent<StarInfo>().richResources = false;
             }
         }
 
         int number = 0;
         if (newStar.GetComponent<StarInfo>().type != 9)
         {
             if (newStar.GetComponent<StarInfo>().type >= 1 && newStar.GetComponent<StarInfo>().type <= 4)
             {
                 int planetsRemained = Random.Range(1, 9);
                 while (planetsRemained >= 1)
                 {
                     if (number <= 1)
                     {
                         newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(0, 3));
                     }
                     else if (number >= 2 && number <= 4)
                     {
                         if (newStar.GetComponent<StarInfo>().habitable == true)
                         {
                             newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(1, 5));
                         }
                         else
                         {
                             newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(1, 3));
                         }
                     }
                     else if (number >= 5)
                     {
                         newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(5, 7));
                     }
                     number = number + 1;
                     planetsRemained = planetsRemained - 1;
                 }
             }
             else if (newStar.GetComponent<StarInfo>().type == 0)
             {
                 int planetsRemained = Random.Range(0, 6);
                 while (planetsRemained >= 1)
                 {
                     if (number == 0)
                     {
                         if (newStar.GetComponent<StarInfo>().habitable == true)
                         {
                             newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(1, 6));
                         }
                         else
                         {
                             newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(1, 3));
                         }
                     }
                     else if (number >= 1)
                     {
                         newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(5, 7));
                     }
                     number = number + 1;
                     planetsRemained = planetsRemained - 1;
                 }
             }
             else if (newStar.GetComponent<StarInfo>().type >= 6 && newStar.GetComponent<StarInfo>().type <= 8)
             {
                 int planetsRemained = Random.Range(0, 4);
                 while (planetsRemained >= 1)
                 {
                     newStar.GetComponent<StarInfo>().planetTypes.Insert(number, Random.Range(0, 3));
                     number = number + 1;
                     planetsRemained = planetsRemained - 1;
                 }
             }
         }
         newStar.GetComponent<StarInfo>().imageTypes = Random.Range(1, 6);
         newStar.GetComponent<StarInfo>().systemRotationZ = Random.Range(0, 360);
     }
 }

And here is a script that works :

 using UnityEngine;
 using System.IO;
 using System.Runtime.Serialization.Formatters.Binary;
 using UnityEngine.SceneManagement;
 
 public class StarInfoTransfer : MonoBehaviour {
     public static InfoReadyForTransfer info;
     public static SaveInfo save;
     public GameObject marker, loading;
 
     void Start () {
         marker = GameObject.FindGameObjectWithTag("Marker");
         info = new InfoReadyForTransfer();
         if (File.Exists(Application.dataPath + "/TRANSFER")) //The same script is on other scene. Loading info from file works
         {
             Stream stream = File.Open(Application.dataPath + "/TRANSFER", FileMode.Open);
             BinaryFormatter formatter = new BinaryFormatter();
             info = (InfoReadyForTransfer)formatter.Deserialize(stream);
             stream.Close();
             this.GetComponent<StarInfo>().planetTypes = info.planetTypes;
             this.GetComponent<StarInfo>().type = info.type;
             this.GetComponent<StarInfo>().habitable = info.habitable;
             this.GetComponent<StarInfo>().richResources = info.richResources;
             this.GetComponent<StarInfo>().imageTypes = info.imageTypes;
             this.GetComponent<StarInfo>().systemRotationZ = info.rotation;            
         }     
     }
     
     void OnMouseDown()
     {
         float distance = Vector3.Distance(marker.transform.position, this.transform.position); //Distance from player position to star
         int distanceInt = (int)distance;
         if (distance - distanceInt > 0.5F)
         {
             distanceInt += 1;
         }
 
         Stream stream = File.Open(Application.dataPath + "/SAVEGAME", FileMode.Open); //Main save file. I have no idea if it works
         BinaryFormatter formatter = new BinaryFormatter();
         save = (SaveInfo)formatter.Deserialize(stream);
         if ((distanceInt) <= save.fuel)
         {
             GameObject camera = GameObject.FindGameObjectWithTag("MainCamera");
             camera.GetComponent<CameraController>().enabled = false;
             GameObject newLoading = Instantiate(loading);
             newLoading.transform.SetParent(GameObject.FindGameObjectWithTag("Canvas").transform);
             newLoading.GetComponent<RectTransform>().anchoredPosition = new Vector3(0, 0, 0);
 
             save.fuel = save.fuel - distanceInt;
             Debug.Log(save.fuel);
 
             save.posX = transform.position.x;
             save.posY = transform.position.y;
 
             formatter.Serialize(stream, save);
             stream.Close();
 
             info.planetTypes = this.GetComponent<StarInfo>().planetTypes; //Transfer file. Works
             info.type = this.GetComponent<StarInfo>().type;
             info.habitable = this.GetComponent<StarInfo>().habitable;
             info.richResources = this.GetComponent<StarInfo>().richResources;
             info.imageTypes = this.GetComponent<StarInfo>().imageTypes;
             info.rotation = this.GetComponent<StarInfo>().systemRotationZ;
             Stream streamT = File.Open(Application.dataPath + "/TRANSFER", FileMode.OpenOrCreate);
             BinaryFormatter formatterT = new BinaryFormatter();
             formatterT.Serialize(streamT, info);
             streamT.Close();
             SceneManager.LoadScene("StarSystem", LoadSceneMode.Single);
         }
         else
         {
             stream.Close();
         }
     }
 }

Please, can somebody tell me what is a difference between these two that causes this weird error or fix it? Also, sorry for my bad English...

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Answer by michi_b · Nov 06, 2018 at 07:08 AM

One thing that looks weird for me is how in Generate() you first read the info from the file, then write info back into the same file without changing seek position or anything. Maybe you should FileStream.Seek(0) and FileStream.SetLength(0) befor writing back the info?

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avatar image Ambassador_of_Infinity · Nov 06, 2018 at 11:48 AM 0
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I have added stream.Seek(0,0) and stream.SetLenght(0) to Generate(). Saving lists works. Now I'm trying to repair saving ints and floats because that still causes problems. Anyway, thanks! EDIT : All problems fixed

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