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Question How to save stars rate and show it on every level select button? I am a beginner.

Discussion in 'Scripting' started by theydcstudio, Feb 2, 2023.

  1. theydcstudio

    theydcstudio

    Joined:
    Sep 1, 2019
    Posts:
    4
    Any tutorials or resources. I am using an xml save system.
     
    Last edited: Feb 2, 2023
  2. SF_FrankvHoof

    SF_FrankvHoof

    Joined:
    Apr 1, 2022
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    780
    Well a quick way I can think of is to simply hold an array of ints, and serialize/deserialize that array in your XML.
    The index in the array would be the level-#, and the value would be the number of stars for that level.
     
    theydcstudio likes this.
  3. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Google reports 26 MILLION reponses for 'unity load save'

    Here's four more:

    Load/Save steps:

    https://forum.unity.com/threads/save-system-questions.930366/#post-6087384

    An excellent discussion of loading/saving in Unity3D by Xarbrough:

    https://forum.unity.com/threads/save-system.1232301/#post-7872586

    Loading/Saving ScriptableObjects by a proxy identifier such as name:

    https://forum.unity.com/threads/use...lds-in-editor-and-build.1327059/#post-8394573

    When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls
    new
    to make one, it cannot make the native engine portion of the object.

    Instead you must first create the MonoBehaviour using AddComponent<T>() on a GameObject instance, or use ScriptableObject.CreateInstance<T>() to make your SO, then use the appropriate JSON "populate object" call to fill in its public fields.

    If you want to use PlayerPrefs to save your game, it's always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:

    https://gist.github.com/kurtdekker/7db0500da01c3eb2a7ac8040198ce7f6

    Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.

    https://docs.microsoft.com/en-us/dotnet/standard/serialization/binaryformatter-security-guide
     
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  4. theydcstudio

    theydcstudio

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    Sep 1, 2019
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    Thanks.
     
  5. theydcstudio

    theydcstudio

    Joined:
    Sep 1, 2019
    Posts:
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    Thanks.