So, im making a game currently about trying to get through a level as quickly as possible and need help deciding how to save and load the best times for each individual level
I have used PlayerPrefs in some of my other games that is similar to this one, but after looking into saving into Json files, im not sure which one to use.
Im confident using PlayerPrefs to save data however I do want to try saving in Json files just to try it out.
I want to know what would be better for this kind of thing. Because I want to release the game im making currently as a prototype for people to try
An excellent discussion of loading/saving in Unity3D by Xarbrough:
And another excellent set of notes and considerations by karliss_coldwild:
Loading/Saving ScriptableObjects by a proxy identifier such as name:
When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. Save data needs to be all entirely plain C# data with no Unity objects in it.
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, so you end up with a defective “dead” Unity object.
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.
If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:
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.