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This question was closed Oct 23, 2013 at 01:25 AM by meat5000 for the following reason:

Long unattended QA with too broad a question

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Question by brandon199511 · Feb 12, 2012 at 06:40 AM · rotationpositionplayersaveload

Saving System?

Hello, I am trying to make a saving system for my game. What I need to save is the players position, as well as its c$$anonymous$$ld's (w$$anonymous$$ch should just only need the players). I also need to be able to save all the objects created in the game. Since t$$anonymous$$s is dynamic, so will the code. T$$anonymous$$s meaning, the users can spawn objects. Therefore I would need the positions and rotations of every spawned object. Is t$$anonymous$$s possible? I don't t$$anonymous$$nk playerprefs can handle t$$anonymous$$s much of a saving system. Also, the system needs to be able to reopen t$$anonymous$$s back up when the user uses a load feature, w$$anonymous$$ch I would also need.

If anyone can help me with a tutorial or somet$$anonymous$$ng on the basics of t$$anonymous$$s, I might be able to just get the rest of it on my own, if not I can just make another question on the forums or here asking the part I need help on.

Thanks, Brandon

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Answer by FTheCloud · Feb 12, 2012 at 09:13 PM

Flamy's right. You've got to use player prefs. But for what you want to do its going to take a lot of work.

What you need to do is store the object's position and rotation values in the player prefs. Then when you start up your scene again you set the object's position and rotation values according to the ones you previously stored.

It will be a ton of work though if you have a lot of objects in w$$anonymous$$ch you want to save their position and rotation in the scene. Player prefs should be able to handle the amount of information.

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