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Question The type or namespace name 'Player' could not be found - Save System

Discussion in 'Scripting' started by RubenVanOostveen, Nov 15, 2021.

  1. RubenVanOostveen

    RubenVanOostveen

    Joined:
    Jul 31, 2020
    Posts:
    91
    So im trying to make an save system.

    Full error: (Code 1)


    Severity Code Description Project File Line Suppression State
    Error CS0246 The type or namespace name 'Player' could not be found (are you missing a using directive or an assembly reference?)


    I followed this tutorial and I came stuck after the episode.


    My code is

    CODE 1:

    Code (CSharp):
    1. using UnityEngine;
    2. using System.IO;
    3. using System.Runtime.Serialization.Formatters.Binary;
    4.  
    5. public static class SaveSystem {
    6.  
    7.     public static void SavePlayer (Player player)
    8.     {
    9.         BinaryFormatter formatter = new BinaryFormatter();
    10.         string path = Application.persistentDataPath + "/player.ER";
    11.         FileStream stream = new FileStream(path, FileMode.Create);
    12.  
    13.         PlayerData data = new PlayerData(player);
    14.  
    15.         formatter.Serialize(stream, data);
    16.         stream.Close();
    17.  
    18.     }
    19.  
    20.     public static PlayerData LoadPlayer ()
    21.     {
    22.         string path = Application.persistentDataPath + "/player.ER";
    23.         if (File.Exists(path))
    24.         {
    25.             BinaryFormatter formatter = new BinaryFormatter();
    26.             FileStream stream = new FileStream(path, FileMode.Open);
    27.  
    28.             PlayerData data = formatter.Deserialize(stream) as PlayerData;
    29.  
    30.             stream.Close();
    31.  
    32.             return data;
    33.  
    34.         }
    35.         else
    36.         {
    37.             Debug.LogError("Save file not found in " + path);
    38.             return null;
    39.         }
    40.     }
    41.  
    42. }
    43.  

    CODE 2:


    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. [System.Serializable]
    6. public class PlayerData {
    7.  
    8.     public int level;
    9.     public int health;
    10.     public float[] position;
    11.  
    12.     public PlayerData (Player player)
    13.     {
    14.         level = player.level;
    15.         health = player.health;
    16.  
    17.         position = new float[3];
    18.         position[0] = player.transform.position.x;
    19.         position[1] = player.transform.position.y;
    20.         position[2] = player.transform.position.z;
    21.     }
    22. }
    23.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,756
    You did not follow it all. Go back and look for the
    Player
    class as you apparently missed it.

    Let me offer you this to save you a lot of wasted time:

    Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

    How to do tutorials properly, two (2) simple steps to success:

    Tutorials are a GREAT idea. Tutorials should be used this way:

    Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That's how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

    Fortunately this is the easiest part to get right: Be a robot. Don't make any mistakes.
    BE PERFECT IN EVERYTHING YOU DO HERE!!


    If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

    Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

    Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

    Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there's an error, you will NEVER be the first guy to find it.

    Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

    Finally, when you have errors...

    Remember: NOBODY here memorizes error codes. That's not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

    The complete error message contains everything you need to know to fix the error yourself.

    The important parts of the error message are:

    - the description of the error itself (google this; you are NEVER the first one!)
    - the file it occurred in (critical!)
    - the line number and character position (the two numbers in parentheses)
    - also possibly useful is the stack trace (all the lines of text in the lower console window)

    Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

    All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don't have to stop your progress and fiddle around with the forum.
     
    Shreddedcoconut likes this.
  3. JeffDUnity3D

    JeffDUnity3D

    Unity Technologies

    Joined:
    May 2, 2017
    Posts:
    14,446
    @RubenVanOostveen I believe you may have missed this towards the beginning of the video:


    PlayerClass.png
     
    Bunny83 and Shreddedcoconut like this.
  4. Shreddedcoconut

    Shreddedcoconut

    Joined:
    Jul 30, 2021
    Posts:
    61
    Brackeys.. :(

    Anyways, like @JeffDUnity3D said, towards the beginning of the video there is a class called Player. You probably skipped that part or gave it a different name, go back and check.
     
  5. RubenVanOostveen

    RubenVanOostveen

    Joined:
    Jul 31, 2020
    Posts:
    91
    Nope that's the 2 code. however in the video it says that those are there just to let his UI working. i don't use an UI
     
  6. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,528
    What do you mean? in the second code snippet that you included in your question you only posted your "PlayerData" wrapper class and not the "Player" class. Where is your Player class? When the compiler tells you that there is no type with the name Player, then there is no such type in your project.

    You know this:

    Code (CSharp):
    1. public class Player : MonoBehaviour
    2. {
    3.     // [ ... ]
    defines a class with the name "Player" that is derived from MonoBehaviour and therefore a component that can be attached to a GameObject in the scene. You are missing that class. The "PlayerData" class just extracts the data you want to save from the actual Player class. Namely the player's level, health and current x,y and z position.

    Maybe you don't want that class and have a different usecase. However tutorials are not meant as template plugins that you just put in your own project. Tutorials are meant to teach you the concept by giving a concrete example usage. The goal when following a tutorial is to gain the understanding how a save system could be made. It seems you try to skip all the leaning process and just want to jump to a ready product without putting much efford into it.

    I don't want to accuse you of anything, but given the conversation so far we can tell you haven't paid enough attention.
     
    Shreddedcoconut likes this.
  7. Bunny83

    Bunny83

    Joined:
    Oct 18, 2010
    Posts:
    3,528
    Just keep in mind that most programming languages are case sensitive and the name of types, classes, variables and method have to match 100%. Just like in real life where we have Daniel Radcliffe who played Harry Potter and we have Daniel Ratcliffe who created the ComputerCraft mod for minecraft. Two completely different people.
     
    Shreddedcoconut and Kurt-Dekker like this.