I wanna ask something. I am making a game, and i am trying to make saving and loading the data of the game just like harvest moon, but i got this error. I have searched this kind of error in google, but i have no idea how to solve it. And this is my code.
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class gameController : MonoBehaviour {
public static gameController control;
public basicskill bs;
// Use this for initialization
void Awake () {
if(control == null)
{
DontDestroyOnLoad(gameObject);
control = this;
}
else if(control != this)
{
Destroy(gameObject);
}
}
void OnGUI(){
GUI.Label (new Rect (10, 10, 100, 30), "Health: " + bs.charPrince.health);
GUI.Label (new Rect (10, 40, 140, 30), "Experience: " + bs.charPrince.exp);
}
public void Save(){
BinaryFormatter bf = new BinaryFormatter ();
FileStream file = File.Create (Application.persistentDataPath + "/playerInfo.dat");
Prince data = new Prince ();
data.name = bs.charPrince.name;
data.birthday = bs.charPrince.birthday;
data.hadapAtas = bs.charPrince.hadapAtas;
data.hadapKanan = bs.charPrince.hadapKanan;
data.locationY = bs.charPrince.locationY;
data.locationX = bs.charPrince.locationX;
data.exp = bs.charPrince.exp;
data.health = bs.charPrince.health;
bf.Serialize (file, data);
file.Close ();
}
public void Load(){
if(File.Exists(Application.persistentDataPath + "/playerInfo.dat"))
{
BinaryFormatter bf = new BinaryFormatter();
FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
Prince data = (Prince)bf.Deserialize(file);
file.Close();
bs.charPrince.name = data.name;
bs.charPrince.birthday = data.birthday ;
bs.charPrince.hadapAtas = data.hadapAtas ;
bs.charPrince.hadapKanan = data.hadapKanan;
bs.charPrince.locationY = data.locationY;
bs.charPrince.locationX = data.locationX;
bs.charPrince.exp = data.exp;
bs.charPrince.health = data.health;
}
}
// Update is called once per frame
void Update () {
}
}
From code above, i got error
SerializationException: Type UnityEngine.GameObject is not marked as Serializable. System.Runtime.Serialization.Formatters.Binary.BinaryCommon.CheckSerializable (System.Type type, ISurrogateSelector selector, StreamingContext context) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryCommon.cs:119) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteValue (System.IO.BinaryWriter writer, System.Type valueType, System.Object val) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:732) Prince__TypeMetadata.WriteObjectData (System.Runtime.Serialization.Formatters.Binary.ObjectWriter , System.IO.BinaryWriter , System.Object ) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObject (System.IO.BinaryWriter writer, Int64 id, System.Object obj) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:360) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectInstance (System.IO.BinaryWriter writer, System.Object obj, Boolean isValueObject) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:293) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteQueuedObjects (System.IO.BinaryWriter writer) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:271) System.Runtime.Serialization.Formatters.Binary.ObjectWriter.WriteObjectGraph (System.IO.BinaryWriter writer, System.Object obj, System.Runtime.Remoting.Messaging.Header[] headers) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectWriter.cs:256) System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph, System.Runtime.Remoting.Messaging.Header[] headers) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:232) System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Serialize (System.IO.Stream serializationStream, System.Object graph) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:211) gameController.Save () (at Assets/Scripts/gameController.cs:45) adjustScript.OnGUI () (at Assets/Scripts/adjustScript.cs:32)
and this is my other codes
using UnityEngine;
using System.Collections;
using System;
public class adjustScript : MonoBehaviour {
void OnGUI(){
if(GUI.Button(new Rect(10,100,100,30),"Health Up"))
{
gameController.control.bs.charPrince.health += 10;
}
if(GUI.Button(new Rect(10,140,100,30),"Health Down"))
{
if(gameController.control.bs.charPrince.health >0)
{
gameController.control.bs.charPrince.health -= 10;
}
}
if(GUI.Button(new Rect(10,180,100,30),"Experience Up"))
{
gameController.control.bs.charPrince.exp += 10;
}
if(GUI.Button(new Rect(10,220,100,30),"Experience Down"))
{
if(gameController.control.bs.charPrince.exp >0)
{
gameController.control.bs.charPrince.exp -= 10;
}
}
if(GUI.Button(new Rect(10,260,100,30),"Save"))
{
gameController.control.Save();
}
if(GUI.Button(new Rect(10,300,100,30),"Load"))
{
gameController.control.Load();
}
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
[Serializable]
public class Prince : Character{
public float health = 100f;
public float exp = 0f;
public float kecMaks = 0f;
public float moveV = 0f;
public float moveH = 0f;
public bool hadapKanan = false;
public bool hadapAtas = true;
public GameObject objPrince;
public Prince()
{
this.name = "";
this.birthday = "";
this.objPrince = null;
}
public Prince(GameObject objChar,string nama, string birthday){
this.name = nama;
this.birthday = birthday;
this.objPrince = objChar;
}
}
using UnityEngine;
using System.Collections;
using System;
[Serializable]
public class Character {
public string name;
public string birthday;
public float locationX;
public float locationY;
public Character(){
this.name = "";
this.birthday = "";
this.locationX = 0f;
this.locationY = 0f;
}
}
Please help me to solve this problem. I learned it from unity's live tutorial about persistence- saving and loading data, but the one who made this kind of code didn't have this error.
this
is your reference to the current instance ofPrince
- you don't need aGameObject objPrince
do you? ThePrince
class is marked[Serializable]
but it can't serialize theGameObject
so you either need to remove it or make it serializable – user2140173