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Question by Eleutherios · Apr 17, 2021 at 01:52 PM · c#xmlrecording

XML Save transform position

Hello i want save transform position every frame or something like that. I want use xml for save data. After i want use this data for simulation move. I found a script with name "GhostRecord" but he not did not serve my purpose.

I found this script is a good choice but he save only one time the position by button save. I want save position every frame like this:

 <x>0.32242</x>
 <y>1.2334</y>
 <z>0.0001</z>


My purpose is to make a record. If any other idea is acceptable ,like video record?

The code i found with one time save position by button save is here: using UnityEngine; using System.Collections; using System.Xml; using System.Xml.Serialization; using System.IO; using System.Text;

 public class TestXML : MonoBehaviour
 {
 
     // An example where the encoding can be found is at 
     // http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp 
     // We will just use the KISS method and cheat a little and use 
     // the examples from the web page since they are fully described 
 
     // This is our local private members 
     Rect _Save, _Load, _SaveMSG, _LoadMSG;
     bool _ShouldSave, _ShouldLoad, _SwitchSave, _SwitchLoad;
     string _FileLocation, _FileName;
     public GameObject _Player;
     UserData myData;
     string _PlayerName;
     string _data;
 
     Vector3 VPosition;
 
     // When the EGO is instansiated the Start will trigger 
     // so we setup our initial values for our local members 
     void Start()
     {
         // We setup our rectangles for our messages 
         _Save = new Rect(10, 80, 100, 20);
         _Load = new Rect(10, 100, 100, 20);
         _SaveMSG = new Rect(10, 120, 400, 40);
         _LoadMSG = new Rect(10, 140, 400, 40);
 
         // Where we want to save and load to and from 
         _FileLocation = Application.dataPath;
 
         _FileName = "SaveData.xml";
 
         // for now, lets just set the name to Joe Schmoe 
         _PlayerName = "Lefteris";
 
         // we need soemthing to store the information into 
         myData = new UserData();
     }
 
     void Update() {
         myData._iUser.x = _Player.transform.position.x;
         myData._iUser.y = _Player.transform.position.y;
         myData._iUser.z = _Player.transform.position.z;
     }
 
     void OnGUI()
     {
 
         //*************************************************** 
         // Loading The Player... 
         // **************************************************       
         if (GUI.Button(_Load, "Load"))
         {
 
             GUI.Label(_LoadMSG, "Loading from: " + _FileLocation);
             // Load our UserData into myData 
             LoadXML();
             if (_data.ToString() != "")
             {
                 // notice how I use a reference to type (UserData) here, you need this 
                 // so that the returned object is converted into the correct type 
                 myData = (UserData)DeserializeObject(_data);
                 // set the players position to the data we loaded 
                 VPosition = new Vector3(myData._iUser.x, myData._iUser.y, myData._iUser.z);
                 _Player.transform.position = VPosition;
                 // just a way to show that we loaded in ok 
                 Debug.Log(myData._iUser.name);
             }
 
         }
 
         //*************************************************** 
         // Saving The Player... 
         // **************************************************    
         if (GUI.Button(_Save, "Save"))
         {
 
             GUI.Label(_SaveMSG, "Saving to: " + _FileLocation);
             //myData._iUser.x = _Player.transform.position.x;
             //myData._iUser.y = _Player.transform.position.y;
             //myData._iUser.z = _Player.transform.position.z;
             myData._iUser.name = _PlayerName;
 
             // Time to creat our XML! 
             _data = SerializeObject(myData);
             // This is the final resulting XML from the serialization process 
             CreateXML();
             Debug.Log(_data);
         }
 
 
     }
 
     /* The following metods came from the referenced URL */
     string UTF8ByteArrayToString(byte[] characters)
     {
         UTF8Encoding encoding = new UTF8Encoding();
         string constructedString = encoding.GetString(characters);
         return (constructedString);
     }
 
     byte[] StringToUTF8ByteArray(string pXmlString)
     {
         UTF8Encoding encoding = new UTF8Encoding();
         byte[] byteArray = encoding.GetBytes(pXmlString);
         return byteArray;
     }
 
     // Here we serialize our UserData object of myData 
     string SerializeObject(object pObject)
     {
         string XmlizedString = null;
         MemoryStream memoryStream = new MemoryStream();
         XmlSerializer xs = new XmlSerializer(typeof(UserData));
         XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
         xs.Serialize(xmlTextWriter, pObject);
         memoryStream = (MemoryStream)xmlTextWriter.BaseStream;
         XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
         return XmlizedString;
     }
 
     // Here we deserialize it back into its original form 
     object DeserializeObject(string pXmlizedString)
     {
         XmlSerializer xs = new XmlSerializer(typeof(UserData));
         MemoryStream memoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
         XmlTextWriter xmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
         return xs.Deserialize(memoryStream);
     }
 
     // Finally our save and load methods for the file itself 
     void CreateXML()
     {
         StreamWriter writer;
         FileInfo t = new FileInfo(_FileLocation + "\\" + _FileName);
         if (!t.Exists)
         {
             writer = t.CreateText();
         }
         else
         {
             t.Delete();
             writer = t.CreateText();
         }
         writer.Write(_data);
         writer.Close();
         Debug.Log("File written.");
     }
 
     void LoadXML()
     {
         StreamReader r = File.OpenText(_FileLocation + "\\" + _FileName);
         string _info = r.ReadToEnd();
         r.Close();
         _data = _info;
         Debug.Log("File Read");
     }
 }
 
 // UserData is our custom class that holds our defined objects we want to store in XML format 
 public class UserData
 {
     // We have to define a default instance of the structure 
     public DemoData _iUser;
     // Default constructor doesn't really do anything at the moment 
     public UserData() { }
 
     // Anything we want to store in the XML file, we define it here 
     public struct DemoData
     {
         public float x;
         public float y;
         public float z;
         public string name;
     }
 }

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Answer by GameDeveloperAf · Apr 17, 2021 at 02:58 PM

Check it out my script here >>> https://answers.unity.com/questions/1827985/merge-xml-files-as-one-xml-file.html

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