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Question by CupOfThings · Aug 23, 2014 at 04:48 PM · errorserializationsaveload

Unity Serializer scripting error

The modified script I am using to save, load and delete saves of my game has the error "Unknown identifier Convert" (on line 73) Could someone help me with this?

 import UnityEngine;
 import System.Collections;
 import System.Collections.Generic;
 import System.Linq;
 import Serialization;
 import System.Reflection;
 import System.IO.Compression;
 import System.IO;
 import System.Net;
 import System.Collections.Generic;
 
 var paused : boolean = false; 
 var pausedGUI : GUITexture;  
 var gameName : String = "Your Game";
 
 var myList = new List.<Transform>();
 
 function Start()
 {
     if(pausedGUI)
         pausedGUI.enabled = false;
 }
 
 function Update () 
 { 
     if(Input.GetKeyUp(KeyCode.Escape))
     { 
        paused = !paused;
 
         if(paused == true){
             Time.timeScale = 0.0;
             if(pausedGUI) pausedGUI.enabled = true;
         } else {
             Time.timeScale = 1.0;
             if(pausedGUI) pausedGUI.enabled = false;
         }
    }
 }
 
 function OnGUI() {
     if(!paused)
     {
        GUILayout.BeginArea(Rect(200,10,400,20));
        GUILayout.BeginVertical();
        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        GUILayout.FlexibleSpace();
        GUILayout.EndHorizontal();
        GUILayout.EndVertical();
        GUILayout.EndArea();
        return;
     }
        
     var box : GUIStyle = "box";   
     GUILayout.BeginArea(Rect( Screen.width/2 - 200,Screen.height/2 - 300, 400, 600), box);
 
     GUILayout.BeginVertical(); 
     GUILayout.FlexibleSpace();
     if(GUILayout.Button("Save Game"))
     {
        LevelSerializer.SaveGame(gameName);
     }
     
    
     
     GUILayout.Space(60);
     for(var sg in LevelSerializer.SavedGames[LevelSerializer.PlayerName]) {
     
     if(GUILayout.Button("Deletes Save"))
     {
     LevelSerializer.SavedGames[LevelSerializer.PlayerName].Remove(sg);
     
     var data = Convert.ToBase64String(UnitySerializer.Serialize(LevelSerializer.SavedGames));
     data.WriteToFile(Application.persistentDataPath + "/saves");
     break;
     }
     
        if(GUILayout.Button(sg.Caption)) {
          LevelSerializer.LoadNow(sg.Data);
          Time.timeScale = 1;
          }
     } 
     GUILayout.FlexibleSpace();
     GUILayout.EndVertical();
     GUILayout.EndArea();
 
 
 }

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Answer by Cherno · Aug 23, 2014 at 06:07 PM

A quick search brought up these two Stackoverflow threads

How to write javascript equivalent of Convert.ToBase64String() in javascript?

How can you encode a string to Base64 in JavaScript?

I think that Encoding works different in JS, so either you could dig deeper into the issue and find a workaround, or just convert your script to C#. You could also just make a simple C# script with just the Encoding function you need in it, and call it from the JS script, providing it with the string to convert, and making it return the resulting ByteArray.

P.S.: You import System.Collections.Generic twice in your script ;)

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avatar image CupOfThings · Aug 23, 2014 at 10:46 PM 0
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Adding "import System;" seams to have fixed the problem, thanks for all your help Cherno :)

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