• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
Question by guy325 · Aug 01, 2016 at 09:51 AM · loadingsavingsave datasaveloadloading file

Saveing and Loading Problem

so i need to save a custom object and load it whenever and it gives me errors i have no idea how to fix. it gives me the error: IOException: Sharing violation on path C:\Users(-)\AppData\LocalLow\DefaultCompany\first 2d unity project\gamedata1.us /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/FileStream.cs 320

and error: SerializationException: Unexpected binary element: 255 /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectReader.cs 254
the code: script1:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using System;
 
 public class checkprog1 : MonoBehaviour {
     public Text progdisp1;
     public Text progdisp2;
     public Text progdisp3;
     private progress.savedata a;
     private progress.savedata b;
     private progress.savedata c;
     // Use this for initialization
     void Start () {
       
     }
     void progdisp(Text a, progress.savedata b)
     {
         if (b == null)
         {
             a.text = "No Save  Present";
         }
         else
         {
             a.text = "Level " + b.farthestlvl().ToString();
         }
     }
   
     // Update is called once per frame
     void Update () {
       
         a = utilities.sLoad("1");
         b = utilities.sLoad("2");
         c = utilities.sLoad("3");
 
         progdisp(progdisp1, a);
         progdisp(progdisp2, b);
         progdisp(progdisp3, c);
     }
 }
 

script2:

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using UnityEngine.EventSystems;
 using UnityEngine.SceneManagement;
 using System.Collections.Generic;
 using System.Runtime.Serialization.Formatters.Binary;
 using System.IO;
 using System;
 
 public class utilities : MonoBehaviour {
     public static bool donelvls;
     public static GameObject credits;
     public static GameObject levelselect;
     public static GameObject options;
     public static GameObject quit;
     public static GameObject secret;
     public static GameObject selectselect;
     public static GameObject save;
     public static int bfrag;
     public static string bas;
     public static BinaryFormatter binf;
     private void Awake()
     {
         Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes");
     }
     public void Save(progress.savedata a, string b)
     {
         delete(b);
         FileStream file = File.Create(Application.persistentDataPath + "/gamedata" + b + ".usd");
         binf.Serialize(file, a);
         file.Close();
     }
     public progress.savedata Load(string b)
     {
         if (File.Exists(Application.persistentDataPath + "/gamedata" + b + ".usd"))
         {
             FileStream file = File.Open(Application.persistentDataPath + "/gamedata" + b + ".usd", FileMode.Open);
             progress.savedata c = (progress.savedata)binf.Deserialize(file);
             file.Close();
             return c;
         }
         else
         {
             return null;
         }
     }
     public static progress.savedata sLoad(string b)
     {
         if (File.Exists(Application.persistentDataPath + "/gamedata" + b + ".usd"))
         {
             FileStream file = File.Open(Application.persistentDataPath + "/gamedata" + b + ".usd", FileMode.Open);
             progress.savedata c = (progress.savedata)binf.Deserialize(file);
             file.Close();
             return c;
         }
         else
         {
             return null;
         }
     }
     public void fullload(string b)
     {
         if(Load(b) != null)
         {
             progress.gamedata = Load(b);
         }
         else
         {
             progress.gamedata = new progress.savedata();
         }
     }
     public void load1()
     {
         fullload("1");
     }
     public void load2()
     {
         fullload("2");
     }
     public void load3()
     {
         fullload("3");
     }
     public void save1()
     {
         Save(progress.gamedata, "1");
     }
     public void save2()
     {
         Save(progress.gamedata, "2");
     }
     public void save3()
     {
         Save(progress.gamedata, "3");
     }
     public void delete1()
     {
         delete("1");
     }
     public void delete2()
     {
         delete("2");
     }
     public void delete3()
     {
         delete("3");
     }
     public void delete(string b)
     {
         if (File.Exists(Application.persistentDataPath + "/gamedata" + b + ".usd"))
             File.Delete(Application.persistentDataPath + "/gamedata" + b + ".usd");
       
     }


script3:

 using UnityEngine;
 using System.Collections;
 using System;
 
 public class progress : MonoBehaviour
 {
   
     public static savedata gamedata;
 
     // Use this for initialization
     void Start()
     {
         gamedata = new savedata();
         DontDestroyOnLoad(transform.gameObject);
     }
     // Update is called once per frame
     void Update()
     {
         if (savedata.l1.b1 && savedata.l1.b2 && savedata.l1.b3)
         {
             savedata.l1.b4 = true;
         }
         else
         {
             savedata.l1.b4 = false;
         }
         if (savedata.l2.b1 && savedata.l2.b2 && savedata.l2.b3)
         {
             savedata.l2.b4 = true;
         }
         else
         {
             savedata.l2.b4 = false;
         }
         if (savedata.l3.b1 && savedata.l3.b2 && savedata.l3.b3)
         {
             savedata.l3.b4 = true;
         }
         else
         {
             savedata.l3.b4 = false;
         }
         if (savedata.l4.b1 && savedata.l4.b2 && savedata.l4.b3)
         {
             savedata.l4.b4 = true;
         }
         else
         {
             savedata.l4.b4 = false;
         }
         if (savedata.l5.b1 && savedata.l5.b2 && savedata.l5.b3)
         {
             savedata.l5.b4 = true;
         }
         else
         {
             savedata.l5.b4 = false;
         }
         if (savedata.l6.b1 && savedata.l6.b2 && savedata.l6.b3)
         {
             savedata.l6.b4 = true;
         }
         else
         {
             savedata.l6.b4 = false;
         }
         if (savedata.l7.b1 && savedata.l7.b2 && savedata.l7.b3)
         {
             savedata.l7.b4 = true;
         }
         else
         {
             savedata.l7.b4 = false;
         }
         if (savedata.l8.b1 && savedata.l8.b2 && savedata.l8.b3)
         {
             savedata.l8.b4 = true;
         }
         else
         {
             savedata.l8.b4 = false;
         }
         if (savedata.l9.b1 && savedata.l9.b2 && savedata.l9.b3)
         {
             savedata.l9.b4 = true;
         }
         else
         {
             savedata.l9.b4 = false;
         }
         if (savedata.l10.b1 && savedata.l10.b2 && savedata.l10.b3)
         {
             savedata.l10.b4 = true;
         }
         else
         {
             savedata.l10.b4 = false;
         }
         if (savedata.l11.b1 && savedata.l11.b2 && savedata.l11.b3)
         {
             savedata.l11.b4 = true;
         }
         else
         {
             savedata.l11.b4 = false;
         }
         if (savedata.l12.b1 && savedata.l12.b2 && savedata.l12.b3)
         {
             savedata.l12.b4 = true;
         }
         else
         {
             savedata.l12.b4 = false;
         }
         if (savedata.l13.b1 && savedata.l13.b2 && savedata.l13.b3)
         {
             savedata.l13.b4 = true;
         }
         else
         {
             savedata.l13.b4 = false;
         }
         if (savedata.l14.b1 && savedata.l14.b2 && savedata.l14.b3)
         {
             savedata.l14.b4 = true;
         }
         else
         {
             savedata.l14.b4 = false;
         }
         if (savedata.l15.b1 && savedata.l15.b2 && savedata.l15.b3)
         {
             savedata.l15.b4 = true;
         }
         else
         {
             savedata.l15.b4 = false;
         }
         if (savedata.l16.b1 && savedata.l16.b2 && savedata.l16.b3)
         {
             savedata.l16.b4 = true;
         }
         else
         {
             savedata.l16.b4 = false;
         }
         if (savedata.l17.b1 && savedata.l17.b2 && savedata.l17.b3)
         {
             savedata.l17.b4 = true;
         }
         else
         {
             savedata.l17.b4 = false;
         }
         if (savedata.l18.b1 && savedata.l18.b2 && savedata.l18.b3)
         {
             savedata.l18.b4 = true;
         }
         else
         {
             savedata.l18.b4 = false;
         }
         if (savedata.l19.b1 && savedata.l19.b2 && savedata.l19.b3)
         {
             savedata.l19.b4 = true;
         }
         else
         {
             savedata.l19.b4 = false;
         }
         if (savedata.l20.b1 && savedata.l20.b2 && savedata.l20.b3)
         {
             savedata.l20.b4 = true;
         }
         else
         {
             savedata.l20.b4 = false;
         }
     }
     [Serializable]
     public class savedata
     {
         public static class l1
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l2
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l3
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l4
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l5
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l6
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l7
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l8
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l9
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l10
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l11
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l12
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l13
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l14
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l15
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l16
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l17
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l18
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l19
         {
             public static bool completed, b1, b2, b3, b4;
         }
         public static class l20
         {
             public static bool completed, b1, b2, b3, b4;
         }
             public bool lvlsdone()
             {
                 if (l1.completed && l2.completed && l3.completed && l4.completed && l5.completed && l6.completed && l7.completed && l8.completed && l9.completed && l10.completed && l11.completed && l12.completed && l13.completed && l14.completed && l15.completed && l16.completed && l17.completed && l18.completed && l19.completed && l20.completed)
                 {
                     return true;
                 }
                 else
                 {
                     return false;
                 }
             }
             public bool allboxes()
             {
                 if (l1.b4 && l2.b4 && l3.b4 && l4.b4 && l5.b4 && l6.b4 && l7.b4 && l8.b4 && l9.b4 && l10.b4 && l11.b4 && l12.b4 && l13.b4 && l14.b4 && l15.b4 && l16.b4 && l17.b4 && l18.b4 && l19.b4 && l20.b4)
                 {
                     return true;
                 }
                 else
                 {
                     return false;
                 }
             }
             public bool alldone()
             {
                 if (allboxes() && lvlsdone())
                 {
                     return true;
                 }
                 else
                 {
                     return false;
                 }
             }
             public int farthestlvl()
             {
             if (!l1.completed)
             {
                 return 0;
             }
             else{
                 if (l2.completed)
                 {
                     if (l3.completed)
                     {
                         if (l4.completed)
                         {
                             if (l5.completed)
                             {
                                 if (l6.completed)
                                 {
                                     if (l7.completed)
                                     {
                                         if (l8.completed)
                                         {
                                             if (l9.completed)
                                             {
                                                 if (l10.completed)
                                                 {
                                                     if (l11.completed)
                                                     {
                                                         if (l12.completed)
                                                         {
                                                             if (l13.completed)
                                                             {
                                                                 if (l14.completed)
                                                                 {
                                                                     if (l15.completed)
                                                                     {
                                                                         if (l16.completed)
                                                                         {
                                                                             if (l17.completed)
                                                                             {
                                                                                 if (l18.completed)
                                                                                 {
                                                                                     if (l19.completed)
                                                                                     {
                                                                                         if (l20.completed)
                                                                                         {
                                                                                             return 20;
                                                                                         }
                                                                                         else
                                                                                         {
                                                                                             return 19;
                                                                                         }
                                                                                     }
                                                                                     else
                                                                                     {
                                                                                         return 18;
                                                                                     }
                                                                                 }
                                                                                 else
                                                                                 {
                                                                                     return 17;
                                                                                 }
                                                                             }
                                                                             else
                                                                             {
                                                                                 return 16;
                                                                             }
                                                                         }
                                                                         else
                                                                         {
                                                                             return 15;
                                                                         }
                                                                     }
                                                                     else
                                                                     {
                                                                         return 14;
                                                                     }
                                                                 }
                                                                 else
                                                                 {
                                                                     return 13;
                                                                 }
                                                             }
                                                             else
                                                             {
                                                                 return 12;
                                                             }
                                                         }
                                                         else
                                                         {
                                                             return 11;
                                                         }
                                                     }
                                                     else
                                                     {
                                                         return 10;
                                                     }
                                                 }
                                                 else
                                                 {
                                                     return 9;
                                                 }
                                             }
                                             else
                                             {
                                                 return 8;
                                             }
                                         }
                                         else
                                         {
                                             return 7;
                                         }
                                     }
                                     else
                                     {
                                         return 6;
                                     }
                                 }
                                 else
                                 {
                                     return 5;
                                 }
                             }
                             else
                             {
                                 return 4;
                             }
                         }
                         else
                         {
                             return 3;
                         }
                     }
                     else
                     {
                         return 2;
                     }
                 }
                 else
                 {
                     return 1;
                 }
             }
             }
       
     }
 }

i don't know what to do. please help!

Comment

People who like this

0 Show 0
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

  • Sort: 

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta by June 9. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

66 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Saving current progression question 0 Answers

Saving doesn't work after Build 0 Answers

How do i Make this saving system apply the save data in my game. 0 Answers

PlayerPrefs Not Saving When I Click the Button. 1 Answer

Unity save gameobject list? (Save System) 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges