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Question by AUsername64 · Aug 21, 2021 at 09:11 PM · arraysavestringloadinteger

Why can't I save an array?

After following a Brackey's tutorial I've created a save and load system for my software, however, while testing it I've found it is only successfully saving a single integer, for some reason it's not saving my array. This is a pretty big problem since I need to also save lists and even dictionaries. Please help me figure out what's going on.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System;
 
 public class GameManager : MonoBehaviour
 {
     // Variables
     // Misc Variables 
     public int ValueInt;
     public string[] ValueStringArray = { };
 
 
 
 
     // Misc Controllers
     public void ReadIntInput(string number)
     {
         // Sets Single Number Value
         ValueInt = Convert.ToInt32(number);
 
         Debug.Log("int saved");
     }
 
     public void ReadStringInput(string temporary)
     {
         // Adds Values To Temp Arrays
         List<string> ValueStringList = new List<string>(ValueStringArray);
         ValueStringList.Add(temporary);
         ValueStringArray = ValueStringList.ToArray();
 
         Debug.Log("string saved");
     }
 
 
 
 
 
     // Save System
     public void SaveState()
     {
         SaveSystemNew.SaveUserData(this);
 
         Debug.Log("Saved " + ValueInt);
 
         foreach (string i in ValueStringArray)
         {
             Debug.Log("Saved " + i);
         }
     }
 
 
 
 
 
     // Load Systems
     public void LoadState()
     {
         SaveDataNew data = SaveSystemNew.LoadUserSave();
 
         ValueInt = data.ValueInt;
 
         Debug.Log("Loaded " + ValueInt);
 
         foreach (string i in ValueStringArray)
         {
             Debug.Log("Loaded " + i);
         }
     }
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [System.Serializable]
 public class SaveDataNew
 {
     public int ValueInt;
     public string[] ValueStringArray = { };
 
     public SaveDataNew (GameManager Info)
     {
         // Misc Variables
         ValueInt = Info.ValueInt;
         ValueStringArray = Info.ValueStringArray;
     }
 }

 using UnityEngine;
 using System.IO;
 using System.Runtime.Serialization.Formatters.Binary;
 
 public static class SaveSystemNew
 {
     public static void SaveUserData (GameManager Info)
     {
         BinaryFormatter formatter = new BinaryFormatter();
         string path = Application.persistentDataPath + "/testSaveNew.qul";
         FileStream stream = new FileStream(path, FileMode.Create);
 
         SaveDataNew data = new SaveDataNew(Info);
 
         formatter.Serialize(stream, data);
         stream.Close();
     }
 
 
 
     public static SaveDataNew LoadUserSave()
     {
         string path = Application.persistentDataPath + "/testSaveNew.qul";
         if (File.Exists(path))
         {
             BinaryFormatter formatter = new BinaryFormatter();
             FileStream stream = new FileStream(path, FileMode.Open);
 
             SaveDataNew data = formatter.Deserialize(stream) as SaveDataNew;
             stream.Close();
 
             return data;
         }
         else
         {
             Debug.LogError("Save File Was Missing From " + path);
             return null;
         }
     }
 }
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Best Answer

Answer by AUsername64 · Aug 27, 2021 at 09:50 PM

I'm dumb. Check LoadState, It doesn't contain a variable to load the saved data for the array.

It only contains

 ValueInt = data.ValueInt;

When it should also contain

 ValueStringArray = data.ValueStringArray;
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