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This question was closed Aug 04, 2020 at 11:50 AM by gf457767 for the following reason:

This is outdated for me now

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Question by gf457767 · May 23, 2020 at 01:19 PM · save datasaveloadloading file

Save/Load System not working

I tried to create a save/load system for my project,but is not working.I put this function:Debug.Log("Data has been saved"); to tell me if when I press the save button the data I am really saving the data,and the in the console the message:Data has been saved appears,but when I click the load button the message(I created this message using the debug.log):Data has been loaded appears,but it is not loading(Data that I want to be saved and loaded are the player's level and the position of the player). Here are my codes:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 [System.Serializable]
 public class PlayerData {
 
  public int level;
  public float[] position;
 
  public PlayerData (DataSaved player) 
  { 
    level = player.level;
    position = new float[3];
    position[0] = player.transform.position.x;
    position[1] = player.transform.position.y;
    position[2] = player.transform.position.z;
  }
 }

 using UnityEngine;
 using System.IO;
 using System.Runtime.Serialization.Formatters.Binary;
 
 public static class SaveSystem {
 
   public static void SavePlayer (DataSaved player) 
   { 
     BinaryFormatter formatter = new BinaryFormatter();
     string path = Application.persistentDataPath + "/SavedData.dat";
     FileStream stream = new FileStream(path, FileMode.Create);
 
     PlayerData data = new PlayerData(player);
 
     formatter.Serialize(stream, data);
     stream.Close();
   }
 
   public static PlayerData LoadPlayer () 
   { 
     string path = Application.persistentDataPath + "/SavedData.dat";
     if(File.Exists(path)) 
     { 
       BinaryFormatter formatter = new BinaryFormatter();
       FileStream stream = new FileStream(path, FileMode.Open);
       PlayerData data = formatter.Deserialize(stream) as PlayerData;
       stream.Close();
 
       return data;
     } else 
     { 
       Debug.LogError("Saved file not found in " + path);
       return null;
     }
   }
 }

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class DataSaved : MonoBehaviour
 {
   public int level = 5;
   public Text text1;
   public Text text2;
   public Text text3;
   public Text text4;
 
   public void SavePlayer() 
   { 
     SaveSystem.SavePlayer(this);
     string timeUS = System.DateTime.UtcNow.ToLocalTime().ToString("M/d/yy  hh:mm:ss tt");
     text1.text = timeUS;
     text2.text = timeUS;
     text3.text = timeUS;
     text4.text = timeUS;
     Debug.Log("Data has been saved");
   }
 
   public void LoadPlayer() 
   { 
     PlayerData data = SaveSystem.LoadPlayer();
     level = data.level;
     Vector3 position;
     position.x = data.position[0];
     position.y = data.position[1];
     position.z = data.position[2];
     transform.position = position;
     Debug.Log("Data has been loaded");
   }
 }
 

  

 


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