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Question by kekikcilerakin · Jul 17, 2020 at 02:28 PM · verticesfog-of-war

Saving and loading vertices

Hello, I've made a fog of war script, editing the plane's alpha value. It works perfectly but I want to save revealed areas and load after player closes and re opens the game. I have no idea how to do it. I'd appreciate any help!

Here's my code.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class FogOfWar : MonoBehaviour {
     
     public GameObject m_fogOfWarPlane;
     public Transform m_player;
     public LayerMask m_fogLayer;
     public float m_radius = 5f;
     private float m_radiusSqr { get { return m_radius*m_radius; }}
     
     private Mesh m_mesh;
     private Vector3[] m_vertices;
     private Color[] m_colors;
     
 
     void Start () {
         Initialize();
     }
 
     void Update () {
         Ray r = new Ray(transform.position, m_player.position - transform.position);
         RaycastHit hit;
         if (Physics.Raycast(r, out hit, 1000, m_fogLayer, QueryTriggerInteraction.Collide)) {
             for (int i=0; i< m_vertices.Length; i++) {
                 Vector3 v = m_fogOfWarPlane.transform.TransformPoint(m_vertices[i]);
                 float dist = Vector3.SqrMagnitude(v - hit.point);
                 if (dist < m_radiusSqr) {
                     float alpha = Mathf.Min(m_colors[i].a, dist/m_radiusSqr);
                     m_colors[i].a = alpha;
                 }
             }
             UpdateColor();
         }
     }
     
     void Initialize() {
         m_mesh = m_fogOfWarPlane.GetComponent<MeshFilter>().mesh;
         m_vertices = m_mesh.vertices;
         m_colors = new Color[m_vertices.Length];
         for (int i=0; i < m_colors.Length; i++) {
             m_colors[i] = Color.black;
         }
         UpdateColor();
     }
     
     void UpdateColor() {
         m_mesh.colors = m_colors;
     }
 }
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