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Binaryformatter in unity for mac
Binaryformatter in unity for mac







binaryformatter in unity for mac
  1. #Binaryformatter in unity for mac mac os#
  2. #Binaryformatter in unity for mac code#
  3. #Binaryformatter in unity for mac plus#
  4. #Binaryformatter in unity for mac windows#

XmlNode targetPosition = target.ChildNodes Traverse all target nodes and get the InnerText of the child nodes and child nodes XmlNodeList targets = xmlDoc.GetElementsByTagName("target") Get the element by the node name, and the result is of type XmlNodeList UIManager._instance.ShowMessage("Save successfully") If(File.Exists(Application.dataPath + "/StreamingFile" + "/byXML.txt")) XmlElement score = xmlDoc.CreateElement("score") XmlElement shootNum = xmlDoc.CreateElement("shootNum") Set the number of shots and score nodes and set the hierarchical relationship xmlDoc - root -(target- (targetPosition, monsterType), shootNum, score) Set the hierarchical relationship between nodes root - target - (targetPosition, monsterType) MonsterType = xmlDoc.CreateElement("monsterType") TargetPosition = xmlDoc.CreateElement("targetPosition") Traverse the data stored in save and convert the data into XML formatįor(int i = 0 i < i++) XmlElement root = xmlDoc.CreateElement("save") Create the root node, the uppermost node String filePath = Application.dataPath + "/StreamingFile" + "/byXML.txt" Create the storage path of the XML file

#Binaryformatter in unity for mac code#

Come and learn about the code of PlayerPrefs. Static function SetString(key: string, value: string): void Static function SetInt(key: string, value: int): void Static function SetFloat(key: string, value: float): voidĭescription: Set the value determined by the key. Static function HasKey(key: string): boolĭescription: If the key exists in the settings file, it returns true. Static function GetString(key: string, defaultValue: string=**): string If it does not exist, it will return the defaultValue. Static function GetInt(key: string, defaultValue: int): intĭescription: Return the value corresponding to the key in the setting file, if it exists. Static function GetFloat(key: string, defaultValue: float=OF): floatĭescription: If it exists, return the value corresponding to the key in the setting file. Static function DeleteKey(key: string): voidĭescription: Remove the key and its corresponding value from the settings file. Static method : static function DeleteAll(): voidĭescription: Remove all keys and values ​​from the settings file and use them carefully. (For example, I once had a Unity project called The Ghost:)

#Binaryformatter in unity for mac windows#

In Windows standalone mode, PlayerPrefs is stored in Under the HKCU\Software key of the registry (open "Run" and enter regedit open the registry), where the company and product names are set in Project Setting.

#Binaryformatter in unity for mac mac os#

Storage location : PlayerPrefs is stored in ~/Library/PlayerPrefs folder on Mac OS X, named ist, where company and product names are set in Project Setting, the same plist is used for projects running in the editor and standalone mode (open Find, hold down the Option key, click "Go → "Resource Library", you can find the Preferences folder.). How it works : Save data in a file in the form of key-value pairs, and then the program can retrieve the last saved value based on this name.

binaryformatter in unity for mac

Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON "populate object" call to fill in its public fields.PlayerPrefs is a class provided by U3D for local persistent saving and reading. 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. When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON.

#Binaryformatter in unity for mac plus#

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.Īn excellent discussion of loading/saving in Unit圓D by Xarbrough:









Binaryformatter in unity for mac