I want to save data of my game to file after starting the game, then after close/start game again I want to load data from that file. I tried to use this solution, but when I start and then stop simulation, I don't see file indicatorsInfo.dat
, but Debug.Log()
says, that it exists. Anyway it don't load the data, what is wrong?
using UnityEngine;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class GAMEMANAGERFileIO : MonoBehaviour
{
void OnEnable()
{
LoadFromFile();
SaveToFile();
}
void OnDisable()
{
SaveToFile();
}
public void SaveToFile()
{
GameObject gameManagerObject = GameObject.FindGameObjectWithTag("GAMEMANAGER");
GAMEMANAGER gameManager = gameManagerObject.GetComponent<GAMEMANAGER>();
BinaryFormatter binaryFormatter = new BinaryFormatter();
FileStream fileStream = File.Create(Application.persistentDataPath + "/indicatorsInfo.dat"); // open file
IndicatorsInfo indicatorsInfo = new IndicatorsInfo();
// Initialise data of the class IndicatorsInfo
//...
// save data to the file. Serialize([to where we want to save], [what we want to save])
binaryFormatter.Serialize(fileStream, indicatorsInfo);
========== EDIT 1 ======================================================
File.WriteAllText("C:/Users/dima/Desktop/exampleSaveData.txt",
indicatorsInfo.walkSpeedTemfFile.ToString() + ", " +
indicatorsInfo.runSpeedTemfFile + ", " +
indicatorsInfo.jumpForceTemfFile + ", " +
indicatorsInfo.enduranceTemfFile);
========================================================================
fileStream.Close();
Debug.Log("saved"); // this works
}
public void LoadFromFile()
{
// check if file exisits before we will try to open it
if(File.Exists(Application.persistentDataPath + "/indicatorsInfo.dat"))
{
GameObject gameManagerObject = GameObject.FindGameObjectWithTag("GAMEMANAGER");
GAMEMANAGER gameManager = gameManagerObject.GetComponent<GAMEMANAGER>();
BinaryFormatter binaryFormatter = new BinaryFormatter();
FileStream fileStream = File.Open(Application.persistentDataPath + "/indicatorsInfo.dat", FileMode.Open); // open file
IndicatorsInfo indicatorsInfo = (IndicatorsInfo)binaryFormatter.Deserialize(fileStream); // read from file
fileStream.Close(); // close file
// Initialise local data with values from the class IndicatorsInfo
//...
========== EDIT 1 ======================================================
File.ReadAllText("C:/Users/dima/Desktop/exampleSaveData.txt");
========================================================================
}
}
}
// clear class with data, which we will store to file
[Serializable]
class IndicatorsInfo
{
//...
}
EDIT 1
I've added File.WriteAllText()
and File.ReadAllText()
. But I have 2 problems:
- I need to create txt file by myself before I could save to it;
- I can save data to file (values of 4 variables), but I can't load it.
It's incredibly easy to write and read files in Unity.
that's all there is to it.
NOTE WELL...........