Published on December 1, 2016 by Unity

There are many options available to Unity developers when it comes to player data persistence, or saving & loading. In this session, we will cover what many of those options are, their tradeoffs, and some advanced techniques / best practices in saving your players data. Kevin Messenhimer – Fiveamp
Chris Lewis – Fiveamp

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6 Comments on "Unite 2016 – Best Practices in Persisting Player Data on Mobile"

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Vladislav Kostin
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Vladislav Kostin
1 year 5 months ago
A though on backups. When you overwrite a save file "s1", first make a backup copy "s1.b", then begin writing, and remove the backup on complete. When game is told to load a save file, and sees that there is a backup file, it knows that saving was not completed, and it should load the backup file instead. To verify that file is complete, you can set it's name on creation to "broken" (just an example) and then rename it to it's actual name after it's written successfully.That should fully protect you from save files' corruption due to exceptions or… Read more »
purpleAiPEy
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purpleAiPEy
1 year 5 months ago

:O this is perfect. An unanswered roadblock of mine finally addressed in a complete way 😀

Simone Dosi
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Simone Dosi
1 year 5 months ago

Very usefull panel!

Cezar Wagenheimer
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Cezar Wagenheimer
1 year 5 months ago

C# code to reach internal path!Please give more info on this! A have Android Users with Save Errors because of PersistentDataPath not readable by some unknown reason.

Chris Lewis
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Chris Lewis
1 year 5 months ago

Check out the whole thread in the following link, but the code we used is from here: answers.unity3d.com/answers/1127393/view.html

Jay Ray
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Jay Ray
1 year 5 months ago

I had the same problem. Persistentdatapath sometimes returns an empty string.

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