Hey, i'm trying to find a way to save a whole lot of savegame data. using unity iphone basic , latest version (1.7)
I've been trying several approaches. 1. First i tried to use a Binaryformatter method frmo this post : http://answers.unity3d.com/questions/971/how-to-scrip-a-save-load-game-option (i did a small change and instead of saving it to a file stream i save it to a memory stream, convert to Base64 and save to profileprefs)
it worked perfectly in the editor, then when i came to compile and try it out on the device i got this error: This mono runtime was configured with --enable-minimal=reflection_emit, so System.Reflection.Emit is not supported.Program received signal: SIGABRT
Reading on the matter i found this thread: http://forum.unity3d.com/viewtopic.php?p=335296#335296
but i chose in player preferences to use .net 2.1. instead of 1.1 (p.s. do i need to do a rebuild when i change player settings?)
2. Then i tried this method with XML: http://www.unifycommunity.com/wiki/index.php?title=Save_and_Load_from_XML
It fails when i try to serialize a class that has a hashtable in it : InvalidOperationException: There was an error reflecting field 'itemsInventory'.
I'm really stuck here, as i have dozens of classes in the game and i wouldn't want to start implementing manual serialization functions for every class. especially those ones with arrays and hashtables.
what can i do ? any ideas?
You won't be able to serialize generics / dictionary objects in Unity iPhone 1.7. There is mention this will be supported when 3.0 comes out.
answered Jun 23 '10 at 12:15 PM
Has there been any word of the offical support of this. We're getting an issue at runtime serializing some data in the 3.0 beta
answered Sep 29 '10 at 04:30 PM