Tower Defense Check Points

Hey everyone,

I’m relatively new to Unity so any help would be greatly appreciated!

I’m working on a Tower Defense game and I want to create “check-points” where the players score, health, coin, turret placement, and last wave completed are saved so that they don’t have to start at the beginning. I don’t necessarily have to reload the entire scene, but if that’s the best/most efficient way to do so I want to make sure everything placed and collected from the last successful wave is saved.

Most of what I want to save are variables, but I also have cloned prefabs that are placed on to placement squares.

Could anyone give me a nudge in the right direction on the general architecture on how to lay something like this out?

Adding a bit more detail on where I need some advice. I want to save data both for the restart AND for continuing the game later. Here’s a basic layout that I’m working on:

var health : int = 10;
var score : int = 0;
var coin : int = 100;
var waveLevel : int = 0;

<all my other code>

function FinishWave()
//Here’s where I’m thinking I’ll save my data, I just don’t know exactly how to do this for cloned objects and if playerprefs will work for the reloading the map.

{
PlayerPref save health
PlayerPref save coin
PlayerPref? save my cloned prefabs (no idea how this would work)
}

if (health <= 0)

{
Restart();
//Here I’ll restart them at the last check point saved at the last “FinishWave” point. Ideally I won’t have to reload the entire level again but I need all of the turrets placed at the time of the last successful check point to be in place and any new ones to be gone. Any advice here would also be appreciated.

}