How to SAVE to user defined file Name, and then Load any other saved game by user Selection

Sorry for asking this, however I’ve looked at a dozen or more ave/Load examples.

I’m new to Unity, and I have not seen a single example that

A) works and or provides sample script that works without errors.

B) none actually show working example of prompting the user for a NAME of the saved game,
OR ask the player what game to load.

The closest I’ve fount is the script below, I know it is saving the game, however I can’t tell if it is actually loading the name.

How do I get the script to ask the player for saved game name to save, or load?


My guess is that I’m missing something really simple (stupid) that is preventing me from
assigning a name to the saved game, and then recalling it at the load game function.

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

public class Game

    public static Game current;
    public CharacterInfo knight;
    public CharacterInfo rogue;
    public CharacterInfo wizard;

    public Game()
        knight = new CharacterInfo();
        rogue = new CharacterInfo();
        wizard = new CharacterInfo();

    public static class SaveLoad

        public static List<Game> savedGames = new List<Game>();

        //it's static so we can call it from anywhere
        public static void Save()
            BinaryFormatter bf = new BinaryFormatter();
            //Application.persistentDataPath is a string, so if you wanted you can put that into debug.log if you want to know where save games are located
            FileStream file = File.Create(Application.persistentDataPath + savedGames); //you can call it anything you want
            bf.Serialize(file, SaveLoad.savedGames);
            Debug.Log("Game Saved");

        public static void Load()
            if (File.Exists(Application.persistentDataPath + savedGames))
                BinaryFormatter bf = new BinaryFormatter();
                FileStream file = File.Open(Application.persistentDataPath + savedGames, FileMode.Open);
                SaveLoad.savedGames = (List<Game>)bf.Deserialize(file);
                Debug.Log ("Game Opened");

What I would ideally like to have happen…

When user clicks SAVE button, I want them to have a chance to give the saved game a NAME.
The above posted code, does save the gave, however no user defined name.

The load button, as far as I can tell doesn’t work because, it never asks for a file name to load,
so how will it ever load the game the user saved?

So I want the button (script) to Prompt for a name to Save As…
In the default save folder is fine.

And the Load Button to as the user which game to load.

It really should NOT e this difficult to get this information for such a widely popular game engine.
Or does no one ever save their games with a name? (rhetorical question, because I’m pretty simple that way)