Can't get serialization Load/Save to work!C#

Thanks in advance
.I can’t seem to get my Save/Load script to work :(. I try to use Unity serialization for this ,but alas when I hit the Load button I strangely get the values that my Game Master had in the beginning, before I even made this script!?

Notes:

  • This script is attached to Game Master object.
  • This object travels between scenes using a singleton design pattern.
  • Please don’t tell me to use Player Prefs, I plan to add more variables and I want to learn !!
  • Sorry, new to Unity Answers don’t know how to post my script properly :/.
  • I have tried both using File.Create and File.Open for my save method, same result.
  • I have found the file on my computer, so the the save method does create one.

using UnityEngine;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.UI;
using System.Collections;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;

public class SaveLoad : MonoBehaviour {

	public static SaveLoad control;

	public float Armour;
	public int Credits;
	public Text Score;



	void Awake(){
		if (control == null) {
			control = this;
			DontDestroyOnLoad (gameObject);
		} else if (control != this) {
			Destroy(gameObject);
		}
	}

	void Update(){
		if (Score == null) {
			Debug.Log("No Score Counter!!");
		}
		
	control.Score.text ="Credits: " +Credits.ToString();


	}

	public static void KillPlayer(Player player){

		Application.LoadLevel("Menu");


		
	}
	
	public static void KillEnemy(Enemy Enemy){
		Destroy (Enemy.gameObject);
		
	}

	public void Save(){


		if (File.Exists (Application.persistentDataPath + "GameInfo.dat")) {
			BinaryFormatter bf = new BinaryFormatter ();
			FileStream file = File.Open(Application.persistentDataPath + "GameInfo.dat", FileMode.Open);
			Debug.Log (Application.persistentDataPath);

			PlayerData data = new PlayerData ();
			data.Armour = Armour;
			data.Credits = Credits;
			bf.Serialize (file, data);

			file.Close ();
			Debug.Log ("Save");
		}

		}
	public void Load(){
		Debug.Log (Application.persistentDataPath);
		if(File.Exists(Application.persistentDataPath + "GameInfo.dat")){
			BinaryFormatter bf = new BinaryFormatter();
			FileStream file = File.Open(Application.persistentDataPath + "GameInfo.dat", FileMode.Open);
			PlayerData data = (PlayerData)bf.Deserialize(file);
			Debug.Log ("Load");
			file.Close();
			Armour = data.Armour;
			Credits = data.Credits;


			}

	}

	[System.Serializable]
	public class PlayerData{
		public float Armour;
		public int Credits;

	}

}

Application.persistentDataPath + “GameInfo.dat”

to

Application.persistentDataPath + "/GameInfo.dat"

Figured it out xD my save button was attached to a prefab of my Game Master !!! Thank you all so much for your help and setting me on the right track.

You can save all the trouble, by directly serializing MonoBehaviour using our plugin Runtime Serialization for Unity. Its not just another serialization plugin which works only on custom c# objects. But what makes it special is its capablity to serialize Unity Objects like GameObject, MonoBehaviours, Textures, Prefabs etc. As a matter of fact, you can even use it for Scene Serialization. For more info about supported list, please check this 2.