Very basic binary saving / loading functionality for Unity.
Save data by creating a class which implements the blank ISaveContainer
interface.
Store any serializable classes or properties in your new ISaveContainer class.
Assets/Examples/Scripts/GameSaveContainer.cs
exampleISaveContainer
implementation.Assets/Examples/Scripts/Example.cs
saving / loading example.
If you see the following error
SerializationException: Type <Foo> is not marked as Serializable
this means you are attempting to serialize an object which is not serializable. You would see this message when trying to save a GameObject for example. An easy workaround is to mark this as a non-serialized object:
[NonSerialized]
public GameObject foobar;
See Assets/Examples/Scripts/GameSaveContainer.cs
for an example