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Explore the .Net with the latest in C# from basic to advanced, including .Net versions 9, 8, 6, 5, Core 3.1, .Net Framework, ASP.NET Core, MVC, design patterns, OOPS, and SOLID principles. Get top tutorials, best practices, and hands-on code examples on GitHub.

Making a RTS game #46: Saving our game scene data… (Unity/C#)

Today, let’s continue our RTS and discuss serialisation for our game scene data!

9 min readJan 27, 2022

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⬅️ Tutorial #45: Importing models & animating our characters 2/2 | TOC | Tutorial #47: … and loading back our game scene data! ➡️

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🚀 Find the code of this tutorial series on my Github!

A couple of episodes ago, we prepared a basic main menu to create new game sessions, and we now have a multi-scene workflow with cross-scene data.

But so far, we haven’t discussed how to reload a game once it’s been created!

So, today, we are going to see how to store the important data from our game scene into binary files, just like we did for our game parameters a while ago, so that we can keep track of the current state of our various game sessions. Then, next week, we’ll work on the counterpart and talk about loading back this data from the main menu, with a new “load game” panel.

Note: and afterwards, we’ll see in a bonus interlude how to take advantage of our map minimap screenshot tool to show the games’ updated minimaps :)

A quick peek at our save mechanism

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.Net Programming
.Net Programming

Published in .Net Programming

Explore the .Net with the latest in C# from basic to advanced, including .Net versions 9, 8, 6, 5, Core 3.1, .Net Framework, ASP.NET Core, MVC, design patterns, OOPS, and SOLID principles. Get top tutorials, best practices, and hands-on code examples on GitHub.

Mina Pêcheux
Mina Pêcheux

Written by Mina Pêcheux

I’m a freelance full-stack web & game developer. I’m passionate about topics like CGI, music, data science and more! Find me at: https://minapecheux.com :)

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