Please tell me how in this case to combine the save 1 and Sav2 into one file?

Please tell me how in this case to combine the save and saveT into one file?

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


public class SaveGameToM : MonoBehaviour
{
    public GameObject Cube1Pref;
    public GameObject Triangle1Pref;



        [System.Serializable]
    public struct myVector3
    {
        public float x, y, z;
    }

    [System.Serializable]
    public struct myVector4
    {
        public float j, k, l;
    }
  
  
  
        [System.Serializable] public List<myVector3> ObjectsPositions = new List<myVector3>();
        [System.Serializable] public List<myVector4> ObjectsPositionsT = new List<myVector4>();
  


    public void Start()
    {
            BackMyCubes();
            BackMyTriangles();
    }

    public void BackMyCubes()
    {
        ObjectsPositions = Load();

        foreach (var pos in ObjectsPositions)
        {
            GameObject i = Instantiate(Cube1Pref, new Vector3(pos.x, pos.y, pos.z), Quaternion.identity);
        }
        ObjectsPositions.Clear();
    }

    public void BackMyTriangles()
    {
        ObjectsPositionsT = LoadT();

        foreach (var posT in ObjectsPositionsT)
        {
            GameObject t = Instantiate(Triangle1Pref, new Vector4(posT.j, posT.k, posT.l), Quaternion.identity);
        }
        ObjectsPositionsT.Clear();
    }

    public void ManualSaving()
    {
        foreach (var obj in GameObject.FindGameObjectsWithTag("Cube1"))
        {
            myVector3 i = new myVector3();
            i.x = obj.transform.position.x;
            i.y = obj.transform.position.y;
            i.z = obj.transform.position.z;
         
            ObjectsPositions.Add(i);
        }
        SaveCu(ObjectsPositions);
    }

    public void ManualSavingT()
    {
        foreach (var objT in GameObject.FindGameObjectsWithTag("Triangle1"))
        {
            myVector4 t = new myVector4();
            t.j = objT.transform.position.x;
            t.k = objT.transform.position.y;
            t.l = objT.transform.position.z;

            ObjectsPositionsT.Add(t);
        }
        SaveT(ObjectsPositionsT);
    }

    public List<myVector3> Load()
    {
        List<myVector3> objects;
        BinaryFormatter formatter = new BinaryFormatter();
        using (FileStream stream = new FileStream(Application.persistentDataPath + "/saves/save.sav", FileMode.Open))
        {
            objects = (List<myVector3>)formatter.Deserialize(stream);
        }
        return objects;
    }

    public List<myVector4> LoadT()
    {
        List<myVector4> objectsT;
        BinaryFormatter formatter = new BinaryFormatter();
        using (FileStream streamT = new FileStream(Application.persistentDataPath + "/saves/saveT.sav", FileMode.Open))
        {
            objectsT = (List<myVector4>)formatter.Deserialize(streamT);
        }
        return objectsT;
    }

    void SaveCu(List<myVector3> positions)
    {

        BinaryFormatter formatter = new BinaryFormatter();
        using (FileStream stream = new FileStream(Application.persistentDataPath + "/saves/save.sav", FileMode.Create))
        {
            formatter.Serialize(stream, positions);
            stream.Close();
        }
        positions.Clear();
    }

    void SaveT(List<myVector4> positionsT)
    {
        BinaryFormatter formatter = new BinaryFormatter();
        using (FileStream streamT = new FileStream(Application.persistentDataPath + "/saves/saveT.sav", FileMode.Create))
        {
            formatter.Serialize(streamT, positionsT);
            streamT.Close();
        }
        positionsT.Clear();

    }
}

Usually you make one structure that contains all the parts and serialize that:

public class MySaveGame
{
  public Save TheSave;
  public SaveT TheSaveT;
  // anythign else here...
}

Then you make an instance of MySaveGame, fill in the data and save / load.

I read that it is possible to add to the file by FileMode.Append. Please tell me how to do it correctly in this case.

Append is just that: it tacks on more data after the first part. You need some way to break it apart, such as with a directory of sizes and offsets. I’m not going to type all the things necessary for such a massive engineering effort because … wait for it … I would just use a single big blob of data as my first post suggested.