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!
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.