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Question by Valkarth · Jun 20, 2017 at 04:31 AM · errorserializationsavingloading filecasting

InvalidCastException: Cannot cast from source type to destination type.

Hey, I'm currently encountering an error and need to get this fixed ASAP for a large scale project.

Code below:

 public void SaveFileExists(){

     //GameObject.Find ("_Scripts").GetComponent<SaveGame> ().Load ();
 
     //Creating a new BinaryFormatter
     BinaryFormatter bf = new BinaryFormatter ();

     //Making a file which now contains the Un-Serialized File
     FileStream file = File.Open (Application.persistentDataPath + ("/UserData." + accountLoginAttempt), FileMode.Open);

     //Assigning the values of the saved file to the new file
     UserData newData = (UserData)bf.Deserialize (file);
     file.Close ();

     //Assigning the values from the save file to the variables in this script.
     accountLoginAttempt = newData.username;
     accountLevel = newData.userlevel;

     //Assinging the values from this script to the _PlayerManager script. (This is where the UI gets it's info).
     GameObject.Find ("_AccountInfoSaveHolder").GetComponent<HoldInfo> ().UserInfo = accountLoginAttempt;
     GameObject.Find ("_AccountInfoSaveHolder").GetComponent<HoldInfo> ().UserLevel = accountLevel;

     errortext.text = "Login Successful.";
     Canvas.ForceUpdateCanvases ();
 }

The serialised field is also below:

 [System.Serializable]
 class UserData{
     public string username;
     public int userlevel;
 }


I am trying to load a savefile which is stored in the Application.persistentDataPath. Assigning the UserData.username and UserData.userlevel to variables in my script.

The error I am receiving is:

InvalidCastException: Cannot cast from source type to destination type.

Further Details:

LoginScript.SaveFileExists () (at Assets/Scripts/AccountSystem/LoginScript.cs:126) LoginScript.OnLoginClick () (at Assets/Scripts/AccountSystem/LoginScript.cs:104) UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:153) UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:634) UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent.cs:769) UnityEngine.Events.UnityEvent.Invoke () (at /Users/builduser/buildslave/unity/build/Runtime/Export/UnityEvent_0.cs:53) UnityEngine.UI.Button.Press () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:35) UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:44) UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:52) UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:269) UnityEngine.EventSystems.EventSystem:Update()

Any and all suggestions will be heard. I appreciate any help in advance.

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