Error when Loading | Saving Files

Here is my code. I do not really know a lot about this kind of stuff, so I followed this Unity Tutorial: I am getting this error in my console, and It does not give a line number,

using UnityEngine;
using System.Collections;
using System;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
public class GameControl : MonoBehaviour {

	public static GameControl control;

	public float coins;
	public bool[] levelsUnlocked; 
    
	void Awake () {
		if(control == null){
			DontDestroyOnLoad(gameObject);
			control = this;
		}else if(control != this){
			Destroy(gameObject);
		}
	}


	void Update () {
			Save();
	}



	public void Save(){
		BinaryFormatter bf = new BinaryFormatter();
		FileStream file = File.Open(Application.persistentDataPath + "/playerInfo.dat", FileMode.Open);
		PlayerData data = new PlayerData();
		data.coins = coins;
		data.levelsUnlocked = levelsUnlocked;

		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);
			PlayerData data = (PlayerData)bf.Deserialize(file);
			file.Close();

			coins =data.coins;
			levelsUnlocked = data.levelsUnlocked;
		}
	}


}

[Serializable]
class PlayerData{
	public float coins;
	public bool[] levelsUnlocked;

}

Error Message

FileNotFoundException: Could not find file "C:\Users\Nathan\AppData\LocalLow\DefaultCompany\Number Game\playerInfo.dat"
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/FileStream.cs:320)
System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share)
(wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
System.IO.File.Open (System.String path, FileMode mode) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.IO/File.cs:347)
GameControl.Save () (at Assets/Scripts/GameControl.cs:32)
GameControl.Update () (at Assets/Scripts/GameControl.cs:25)

Any help? Also, if there is a more “user-friendly” way to store a 91 long bool and an int, I would love to know how.

FileMode.Open will return a FileNotFoundException when trying to write the File and it doesn’t already exist. Change the FileMode (FileMode.Create , FileMode.OpenOrCreate). Also don’t call Save() in Update() … you are trying to save the file once each frame (up to several hundred times per second). Move it to Start() or call it with an Input.GetKeyDown or so.