Player position issue on load save

I have been trying to move my player to a designated XY coordinates. If you can figure it out it would be of great assistance.
(X:90.63384 Y:-0.1123914) stays at (X:-24.71 Y:-0.1150008)
Tried two ways

        //Player Position

        playerMovement = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerMovement>();
        //X Position
        subs = saveGame.savedInfo[xPosLoad].Split(':');
        string numberString = subs[subs.Length - 1];
        float ppX = float.Parse(numberString);
        //Y Position
        subs = saveGame.savedInfo[yPosLoad].Split(':');
        numberString = subs[subs.Length - 1];
        float ppY = float.Parse(numberString);

        //Move Player
        //player.transform.position = new Vector3(ppX, ppY, 0);
        playerMovement.transform.position = new Vector3(ppX, ppY, 0);
        Debug.Log("Player X: " + player.transform.position.x + " Player Y: " + player.transform.position.y);

        //test for player position
        subs = saveGame.savedInfo[xPosLoad].Split(':');
        numberString = subs[subs.Length - 1];
        ppX = float.Parse(numberString);

        subs = saveGame.savedInfo[yPosLoad].Split(':');
        numberString = subs[subs.Length - 1];
        ppY = float.Parse(numberString);
        player.transform.position = new Vector3(ppX, ppY, 0);

Early attempted at StrandedOnPlanetX/LoadGame.cs at main · Aggelas/StrandedOnPlanetX · GitHub

You really should consider using something like JSON rather than rolling your own string slicer-and-dicer parsing system.

It is 2024 after all, not 1994! :slight_smile:

If you insist on slicing and dicing yourself then you gotta do it properly.

In that case, isolate your load/save code into something that can be tested: you put an object in with parameters, save it, load that object afresh, then compare it until it comes back PERFECTLY.

Only once you accomplish that can you move on to actually putting those values into a GameObject’s position, or putting those values anywhere else. This is simply unraveling the problem to make sure you’re fixing the actual issue at hand.

In any case, it just sounds like you have a bug, which means… Time to start debugging…

By debugging you can find out exactly what your program is doing so you can fix it.

Use the above techniques to get the information you need in order to reason about what the problem is.

You can also use Debug.Log(...); statements to find out if any of your code is even running. Don’t assume it is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.

Here’s some more notes:

Load/Save steps:

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.

What problem are you actually having? Do you get an error message? Does your player object have a CharacterController component?

No error message, just failed to move.
All components on player, including Character Controller
9930099--1436793--upload_2024-7-9_11-28-56.png

Setting the position of a gameObject directly doesn’t always work when there’s a CharacterController. That’s because the CharacterController computes where the player should go next and moves your character where it wants to move it to, overriding wherever you want to move it to. Disabling the CharacterController might work, but generally you want to use the CharacterController interface to move the character.