Saving Data with Scenes

Wow, three giant sheets of code… “good luck!”

How to report your problem productively in the Unity3D forums:

http://plbm.com/?p=220

Here is how to track something like a simple high score / low time single-entry leaderboard:

For the highest score: Unity High score tracking - Pastebin.com

Usage:

TheBest.RecordScoreIfHigher( lastGamePlayScore);

For the lowest time: Unity best time tracking - Pastebin.com

Usage:

TheBest.RecordTimeIfLower( lastGamePlayTime);

To retrieve the best score or time, use one of these:

int bestScore = TheBest.BestScore;
float bestTime = TheBest.BestTime;

Full usage example:

For more general-case Load/Save notes,

When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. 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.

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.