For example, we can’t save Vector3. But we could, however, store an array of 3 floats that we can convert into a Vector3. We can’t save any Unity specific types of information and variables. What It Can and Can’t Doīecause we’re converting information into the primitive format of binary, we are limited in the type of information we can save. Later, when we want to load that information, we use the binary formatter again and it would turn the 1’s and 0’s back into something we understand, in this case, we would then have access to int level, and it would tell us the player is up to level 21. Then we use something called a binary formatter which would take that information and turn it into 1’s and 0’s and save it as a file. If you want to save the level the player is up to, level 21, we would store that in the variable int level. A computer will read a series of 1’s and 0’s and translate that information into something that we would recognize, but it’s very hard for a human to read it. Think of like a switch, either on or off. The final code is at the end of the document, but I suggest you read the whole tutorial to understand it.īinary is the computers native language, also known as machine code, a bunch of 1’s and 0’s.Use the binary formatter to convert the code into binary to save, and back again when you want to load.Set up another class to handle the actual saving and loading.Save all of the data you want as public variables.Store the information you want in a class / script.If you are making something that is online or competitive, or that houses very sensitive data, you might need to look at other options, which I hope to cover in the future. There are potentially even more secure ways to save data out there, but for now, saving it as Binary is a step up from Player Prefs and some of the more common text readable methods, and will suit people making single player games. I store everything from levels unlocked, to highscores and player settings. With binary files, the data is stored as 0’s and 1’s, so it’s much harder for someone to modify the data, but it’s easy for you to create the save system.īinary is the saving system I used in my game Puzzledorf, and once implemented, it was quite easy to work with. They are fine for small projects, but the data is easy for anyone with a text editor to read and modify, so they’re not secure. There are multiple ways to do saving and loading in Unity: Player Prefs (which is built in to Unity) and creating JSON or XML files are the most common. I will show you how to easily and securely create a save system in Unity using binary files. With most games, you want the player to be able to save their progress, but it’s not obvious how to do that in Unity without a bit of help. This tutorial assumes you have a basic understanding of coding in C#, but don’t know how to do saving and loading.
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