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Question by TCBCryan · yesterday · instantiatereloadinfo

Best way to Save/Load Large quantities of Instantiated Objects

I'm currently creating an RTS Tycoon game with a building system that currently adds an object to a list every time it is Awake() and OnDestroy() it removes itself from that list then when you save the game it creates a file for that item and its count then on load game it instantiates everything back into the scene. I currently have a Save and Load function for each and every different prefab that is used in the game and I feel that there absolutely has to be a better way of doing this without creating hundreds of lists and prefab references to be spawned.

This is the current Save function I use for a single item void SaveOreDrillers() { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + oreDrill_SUB + SceneManager.GetActiveScene().buildIndex; string countPath = Application.persistentDataPath + oreDrillCount_SUB + SceneManager.GetActiveScene().buildIndex;

         FileStream countStream = new FileStream(countPath, FileMode.Create);
 
         formatter.Serialize(countStream, oreDrillers.Count);
         countStream.Close();
 
         for (int i = 0; i < oreDrillers.Count; i++)
         {
             FileStream stream = new FileStream(path + i, FileMode.Create);
             objectData data = new objectData(oreDrillers[i]);
 
             formatter.Serialize(stream, data);
             stream.Close();
         }
     }


and this is what I have for loading that object void LoadOreDrills() { BinaryFormatter formatter = new BinaryFormatter(); string path = Application.persistentDataPath + oreDrill_SUB + SceneManager.GetActiveScene().buildIndex; string countPath = Application.persistentDataPath + oreDrillCount_SUB + SceneManager.GetActiveScene().buildIndex; int oreDrillCount = 0;

         if (File.Exists(countPath))
         {
             FileStream countStream = new FileStream(countPath, FileMode.Open);
 
             oreDrillCount = (int)formatter.Deserialize(countStream);
             countStream.Close();
         }
 
         for (int i = 0; i < oreDrillCount; i++)
         {
             if(File.Exists(path + i))
             {
                 FileStream stream = new FileStream(path + i, FileMode.Open);
                 objectData data = formatter.Deserialize(stream) as objectData;
 
                 stream.Close();
 
                 Vector3 position = new Vector3(data.position[0], data.position[1], data.position[2]);
 
                 OreDrill oreDrill = Instantiate(oreDrillPrefab, position, Quaternion.Euler(data.rotation[0], data.rotation[1], data.rotation[2]));
                 oreDrill.transform.parent = machineObjectsParent.transform;
 
                 oreDrill.isDamaged = data.Broken;
             }            
         }
     }


So I have to copy and paste this every time I make a new object to add. I'm extremely new to saving and loading but if anyone could help me make something much simpler and easier to use that is also able to save the player data such as Money and other info would be amazing.

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