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Question by Vexing · Jun 26, 2018 at 06:23 PM · serializationsaveloadserializebinary

Delete a serialized binary save file

So I haven't had much trouble creating and loading save data, but for some reason, I'm having a really hard time trying to delete it. I honestly don't know the proper way to go about this. Right now I have to delete all the save files in order to free up any save slots. No one else seems to have this issue, or at least I haven't seen anyone ask a question on this or create a tutorial. This is probably a dumb question, but any help would be great! Thank you!


This is the basic class I'm using.

 [System.Serializable]
 public class State
 {
     public static State current;
     public string name;
     public int date;
     public int punkLevel;
     public int gamerLevel;
     public int raveLevel;
     public List<float> events = new List<float>();
     public bool bossDefeated;
 }



This is the save/load file.

 public static class SaveLoad
 {
     public static List<State> savedGames = new List<State>();
 
     public static void Save()
     {
         savedGames.Add(State.current);
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Create(Path.Combine(Application.persistentDataPath, "/savedGames.sx"));
         bf.Serialize(file, SaveLoad.savedGames);
         file.Close();
     }
 
     public static void Load()
     {
         if(File.Exists(Path.Combine(Application.persistentDataPath, "/savedGames.sx")))
         {
             BinaryFormatter bf = new BinaryFormatter();
             FileStream file = File.Open(Path.Combine(Application.persistentDataPath, "/savedGames.sx"), FileMode.Open);
             SaveLoad.savedGames = (List<State>)bf.Deserialize(file);
             file.Close();
         }
     }
 }



And this is how I'm deleting saves right now, which I'm sure is 100% the wrong way to go about it.

 public void DeleteSave()
     {
         if(SaveLoad.savedGames[pos] != null)
         {
             //SaveLoad.savedGames.Clear();
 
             File.Delete(Path.Combine(Application.persistentDataPath, "/savedGames.sx"));
 
             PopulatePanels();
         }
     }



PopulatePanels just updates the information displayed on the save files. It takes information from SaveLoad.savedGames and displays it.

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Answer by Citybuilder141 · Dec 15, 2019 at 10:54 AM

     public static void SeriouslyDeleteAllSaveFiles()
     {
         string path = Application.persistentDataPath + "/saves/";
         DirectoryInfo directory = new DirectoryInfo(path);
         directory.Delete(true);
         Directory.CreateDirectory(path);
     }

Here is a solution I found from this Video Hope its helpful

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Answer by AnthonyGrande · May 11, 2020 at 08:17 AM

I found this question when I had the same issue. I figured out how to target individual save files within the binary formatted save location:

 // Selected equals the position of the game file saved, 0 is the first and they are numbered sequentially
     public static void DeleteFile(Int selected)
     {
         BinaryFormatter bf = new BinaryFormatter();
         FileStream file = File.Open(Application.persistentDataPath + "/savedGames.save", FileMode.Open);
         Save_Load.savedGames.Remove(Save_Load.savedGames[selected]);
         bf.Serialize(file, Save_Load.savedGames);
         file.Close();
     }



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