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Hello everyone: I have this problem: I try to save the current status of a game I'm developing, and this "progress" is written in a Texture2D. Think of it like a MS Paint canvas where you draw things, only it's not :) Even after doing as I was told looking in other answers around here, the final save file is around 1kb, when it should be around 3MB (the texture is quite large). Anyway, I follow this thread's path, or this different simpler path, and it's still not working for me... There's something wrong with the serializing part, that's for sure. Here's my code: That's only a sample, it's actually bigger but that's the part that's failing, I'm quite sure of that. For more information, right now I'm getting this error: Excepcion al serializar el savegame. Datos: Type UnityEngine.Texture2D is not marked as Serializable. This is captured in this "try": ...while saving in the method Save. I've read (here) that Texture2D is a Serializable type of object, so this is weird to me... I'm using unity 3.4, windows 7 x64 and this is written in c#, but the script that makes the call to "Save" and "Load" functions is in JS. Any insight in this please? Any help would be GREATLY appreciated! Thanks!
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Finally I solved the problem... It turns out you can't serialize Texture2D (even if it's supposed to work), or at least you can't do it that way. I surrendered and did it with a float[] array with the color values of the pixels and it all worked out with the same code. So you know it now, don't serialize Texture2D :D
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Maybe you can try again with which return byte[] and serialize that.
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