
Get started with Unity setup and begin building a complete safe system in Unity and C-sharp, using a reference project and course feedback for guidance.
Set up a new Unity 2D project, import assets, configure Text Mesh Pro, and adjust build settings and scenes to prepare a complete save system in Unity and C#.
Compare two saving approaches: the player prep system for quick saves and a customizable save file system for reuse across projects. Understand the trade-offs and real-world application.
Explore player prefs to save small data like strings, ints, and floats in the registry; ideal for prototyping and game jams, but difficult to locate or remove that information.
Demonstrate saving and loading in Unity using player prefs by storing int, float, and string with set and get, triggered by S and L keys.
Identify common issues saving and loading with Unity PlayerPrefs, emphasize exact key spelling and capitalization, and implement an error catcher to verify keys exist before loading.
Learn to delete individual and all save data in a Unity and C# save system, verify by loading, and handle errors when data is cleared.
Preview a platformer prototype in Unity and C#, then implement a save system to carry coins across scenes, unlock levels, and explore basic level progression.
Save the coin count at level end with a key to persist across scenes. Load the saved coin count at level start and update the UI.
In Unity, delete the save data by pressing the C key or tapping a clear save button, then reload the current scene to reset coins to zero.
Unlock levels in a Unity save system by storing level completion keys and updating the level select UI to unlock subsequent stages.
Explore the basics of using player prefs with int, string, and float values to store level names and completion times, and introduce data in strings for a custom save system.
Learn to build a custom save system using an XML serializer to save diverse data types in a consistent file location, improving versatility over player prefs.
Create a Unity save system that serializes a string to XML using System.IO and System.Xml.Serialization, saving to application.persistentDataPath with save, load, and clear controls.
Open and inspect Unity save data using application.persistentDataPath and the editor utility reveal in Finder, and understand the difference between the persistent data path and the application data path.
Load saved data in Unity by using application.persistentDataPath, an XML serializer, and a file stream to deserialize into a string and restore prior edits.
Learn to robustly handle load errors by checking file existence before loading, warning when data is missing or misnamed, and using serialization with deserialization to ensure reliable saves.
Delete a save file in Unity by calling a simple file delete in the persistent data path, with a debug message to confirm, then re-test by saving again.
Learn to extend Unity save systems to handle lists, custom data, enums, and substructures by using XML serialization, serializable types, and backward-compatibility checks for evolving data.
Preview a complete save system in action in the dungeon battler, showing a main menu with new game and continue options, and how progress, stats, levels, and weapons are tracked.
Create a persistent save system in Unity with a singleton and dont destroy on load, using a serializable save data class to track stats across scenes.
Pull and save player stats across scenes using an active save; update it on level exit to carry current health and experience between levels in Unity with C#.
Build a complete save system in Unity by implementing save and load functions, using XML serialization, and preserving dungeon data across scenes and the main menu.
Update and save the current weapon immediately upon pickup, using a save system to persist the weapon enum across scenes and load it at scene start.
Implement a robust continue system in Unity by saving the current level name and loading that level on resume, ensuring progression to the next dungeon level instead of starting over.
Add a not save scene to the save system to prevent progress from resetting after the final level, ensuring continue loads the last playable scene instead of the main menu.
Create a show continue script for the continue button that hides it when dungeon.save is absent. It uses System.IO.File.Exists(Application.persistentDataPath + '/dungeon.save') to toggle visibility.
Move loading to occur only on continue, so new games use base stats. Destroy the save system instance on returning to the main menu to reset stats.
Create a save system loader and prefab to bring the save system into new scenes, using awake to load it immediately and support level-specific prefabs for testing stats.
Enable custom save names in the Unity save system to test progress by saving different files, loading specific scenes from the main menu, and verifying continue behavior.
learn to hide and obscure save data from players by using xml and binary formats with light obfuscation, balancing accessibility and cheat resistance in Unity c# saves.
Explains building a binary formatter save system in Unity, replacing XML with binary serialization. Also demonstrates creating a serializable vector save type to handle vectors and discusses the system's limitations.
Take the next steps after mastering a complete save system in Unity and C#, and explore more game development courses on Udemy to keep building your projects.
Learn how to create and program your very own saving systems using Unity, an industry-standard game development program used by large gaming studios and indie developers across the world.
In this course you won’t just be learning programming concepts, but tying these concepts to real game development uses. We will cover different examples & methods of saving data in your game, while also providing practical examples of putting these systems into use. You will have access to a course forum where you can discuss the topics covered in the course as well as the next steps to take once the course is complete.
This course has been designed to be easily understandable to everyone, so whether you’re a complete beginner, an artist looking to expand their game development range or a programmer interested in understanding game design, this course will help you gain a greater understanding of development.
At the end of this course you will have developed the ability to understand such game elements as:
Benefits and drawbacks of the Player Prefs saving system
Saving Data with XML Serialization
Saving Data through BinaryFormatter
Building & Implementing Custom Save Data
Managing Save Files
Integrating save systems into different game types
Obscuring Save Data from Players
and more...
The course also includes a complete version of the project to use for your own reference to ensure everything in your game works as it should!
Start learning today and let me help you become a game developer!