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Discussion Which is the best way to save in-game world environment

Discussion in 'Scripting' started by Pavlos_Mavris, Nov 9, 2022.

  1. Pavlos_Mavris

    Pavlos_Mavris

    Joined:
    Sep 17, 2018
    Posts:
    57
    I'm trying to make a 2D mobile game on Unity and I'm wondering which is the best to way to save the world environment.

    To make it more clear I will explain what the game is about.

    The player will be on an island and most of the areas are cover with objects like trees and rocks. Some of those trees or rocks will be respawn after the user interacts with them but some of those will not spawn back and a road will appear at their position.

    What I want, is to create a saving system that will save which trees or rocks the player has already interact with, so I can know when the player comes back to the game how to setup his world.

    Currently I'm using PlayFab to save some data for the users like the Inventory state, gold and gems amount that they currently have and so on into JSON formats.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,735
    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
     
  3. Pavlos_Mavris

    Pavlos_Mavris

    Joined:
    Sep 17, 2018
    Posts:
    57
    Thanks for the quick response, I'll have a look into it!!