Saving and Loading

I'm trying to create save-points so when you go to them the game saves and next time you play you continue from there, how can I do so?

There are multiple ways. The easiest is to use PlayerPrefs. You can store an integer that matches up with a specific point. If you want to save more than that, you can store more ints or you can store a string then parse it later. Loading is handled the same way.

Or, if you need a robust system, you can store information in an xml or text file then parse it to recover your information.

i think i can help you.
first make a new script and make sure its a javascript and name it “sarlscript” (save and reload)
now paste the code into that object.
then, drag that script file into the main camera (the one inside the character)
test it and se if it worked

import System;
import System.Collections;
import System.Xml;
import System.Xml.Serialization;
import System.IO;
import System.Text;

// Anything we want to store in the XML file, we define it here
class DemoData
{
    var x : float;
    var y : float;
    var z : float;
    var name : String;
}

// UserData is our custom class that holds our defined objects we want to store in XML format
 class UserData
 {
    // We have to define a default instance of the structure
   public var _iUser : DemoData = new DemoData();
    // Default constructor doesn't really do anything at the moment
   function UserData() { }
}

//public class GameSaveLoad: MonoBehaviour {

// An example where the encoding can be found is at
// http://www.eggheadcafe.com/articles/system.xml.xmlserialization.asp
// We will just use the KISS method and cheat a little and use
// the examples from the web page since they are fully described

// This is our local private members
private var _Save : Rect;
private var _Load : Rect;
private var _SaveMSG : Rect;
private var _LoadMSG : Rect;
//var _ShouldSave : boolean;
//var _ShouldLoad : boolean;
//var _SwitchSave : boolean;
//var _SwitchLoad : boolean;
private var _FileLocation : String;
private var _FileName : String = "SaveData.xml";

//public GameObject _Player;
var _Player : GameObject;
var _PlayerName : String = "Joe Schmoe";

private var myData : UserData;
private var _data : String;

private var VPosition : Vector3;

// When the EGO is instansiated the Start will trigger
// so we setup our initial values for our local members
//function Start () {
function Awake () { 
      // We setup our rectangles for our messages
      _Save=new Rect(10,80,100,20);
      _Load=new Rect(10,100,100,20);
      _SaveMSG=new Rect(10,120,200,40);
      _LoadMSG=new Rect(10,140,200,40);
       
      // Where we want to save and load to and from
      _FileLocation=Application.dataPath;
      
          
      // we need soemthing to store the information into
      myData=new UserData();
   }
   
function Update () {}
   
function OnGUI()
{   

   // ***************************************************
   // Loading The Player...
   // **************************************************       
   if (GUI.Button(_Load,"Load")) {
      
      GUI.Label(_LoadMSG,"Loading from: "+_FileLocation);
      // Load our UserData into myData
      LoadXML();
      if(_data.ToString() != "")
      {
         // notice how I use a reference to type (UserData) here, you need this
         // so that the returned object is converted into the correct type
         //myData = (UserData)DeserializeObject(_data);
         myData = DeserializeObject(_data);
         // set the players position to the data we loaded
         VPosition=new Vector3(myData._iUser.x,myData._iUser.y,myData._iUser.z);             
         _Player.transform.position=VPosition;
         // just a way to show that we loaded in ok
         Debug.Log(myData._iUser.name);
      }
   
   }
   
   // ***************************************************
   // Saving The Player...
   // **************************************************   
   if (GUI.Button(_Save,"Save")) {
            
      GUI.Label(_SaveMSG,"Saving to: "+_FileLocation);
      //Debug.Log("SaveLoadXML: sanity check:"+ _Player.transform.position.x);
      
      myData._iUser.x = _Player.transform.position.x;
      myData._iUser.y = _Player.transform.position.y;
      myData._iUser.z = _Player.transform.position.z;
      myData._iUser.name = _PlayerName;   
        
      // Time to creat our XML!
      _data = SerializeObject(myData);
      // This is the final resulting XML from the serialization process
      CreateXML();
      Debug.Log(_data);
   }


}
   
/* The following metods came from the referenced URL */
//string UTF8ByteArrayToString(byte[] characters)
function UTF8ByteArrayToString(characters : byte[] )
{     
   var encoding : UTF8Encoding  = new UTF8Encoding();
   var constructedString : String  = encoding.GetString(characters);
   return (constructedString);
}

//byte[] StringToUTF8ByteArray(string pXmlString)
function StringToUTF8ByteArray(pXmlString : String)
{
   var encoding : UTF8Encoding  = new UTF8Encoding();
   var byteArray : byte[]  = encoding.GetBytes(pXmlString);
   return byteArray;
}
   
   // Here we serialize our UserData object of myData
   //string SerializeObject(object pObject)
function SerializeObject(pObject : Object)
{
   var XmlizedString : String  = null;
   var memoryStream : MemoryStream  = new MemoryStream();
   var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
   var xmlTextWriter : XmlTextWriter  = new XmlTextWriter(memoryStream, Encoding.UTF8);
   xs.Serialize(xmlTextWriter, pObject);
   memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
   XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
   return XmlizedString;
}

   // Here we deserialize it back into its original form
   //object DeserializeObject(string pXmlizedString)
function DeserializeObject(pXmlizedString : String)   
{
   var xs : XmlSerializer  = new XmlSerializer(typeof(UserData));
   var memoryStream : MemoryStream  = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
   var xmlTextWriter : XmlTextWriter  = new XmlTextWriter(memoryStream, Encoding.UTF8);
   return xs.Deserialize(memoryStream);
}

   // Finally our save and load methods for the file itself
function CreateXML()
{
   var writer : StreamWriter;
   //FileInfo t = new FileInfo(_FileLocation+"\\"+ _FileName);
   var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
   if(!t.Exists)
   {
      writer = t.CreateText();
   }
   else
   {
      t.Delete();
      writer = t.CreateText();
   }
   writer.Write(_data);
   writer.Close();
   Debug.Log("File written.");
}
   
function LoadXML()
{
   //StreamReader r = File.OpenText(_FileLocation+"\\"+ _FileName);
   var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
   var _info : String = r.ReadToEnd();
   r.Close();
   _data=_info;
   Debug.Log("File Read");
}

//}