using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using System.Runtime.Serialization.Formatters.Binary; using System.IO; public class SaveScript : MonoBehaviour { public void SaveData() { // does stuff with binrary one assumes :) BinaryFormatter BinFormat = new BinaryFormatter(); FileStream DataFile; // creates a file in the data path /C/users/appdata/...... if (!File.Exists(Application.persistentDataPath + "/gamedata.ini")) { DataFile = File.Create(Application.persistentDataPath + "/gamedata.ini"); } else { DataFile = File.Open(Application.persistentDataPath + "/gamedata.ini", FileMode.Open); } // creates an instance of the game data class... GameData Data = new GameData(); // Change Values here Data.PlayMusic = FindObjectOfType<MusicEnableScript>().MusicEnabled; // Converts to binrary, using the data from the data thingy in a data file BinFormat.Serialize(DataFile, Data); // Closes the data file DataFile.Close(); } public void LoadData() { // checks to see if the file exsists, duh... if (File.Exists(Application.persistentDataPath + "/gamedata.ini")) { BinaryFormatter BinFormat = new BinaryFormatter(); // Makes a local file with the file in the location and opens it :) FileStream DataFile = File.Open(Application.persistentDataPath + "/gamedata.ini", FileMode.Open); // converts the file to readable thingys :) ( "unbinraryfys" the file ) GameData Data = (GameData)BinFormat.Deserialize(DataFile); // Closes the file DataFile.Close(); // update values here FindObjectOfType<MusicEnableScript>().MusicEnabled = Data.PlayMusic; } } } [Serializable] class GameData { public bool PlayMusic; }