public static void Load() { if (File.Exists(Application.persistentDataPath + Path.DirectorySeparatorChar + "savedata.upc")) // If exist any savedata { BinaryFormatter bf = new BinaryFormatter(); // Serialization work FileStream file = File.Open(Application.persistentDataPath + Path.DirectorySeparatorChar + "savedata.upc", FileMode.Open); // Open the file savegame.gd in unity's path by default -> you can put any extension // 1. Search the file in the path // 2. Cast the binary file to our class // 3. Put it in our list Serialization.savedGames = (List <DataGame>)bf.Deserialize(file); file.Close(); // Set the last saved datagame GameManager.SetDataGame(savedGames[savedGames.Count - 1]); Sc_Global.SetDataGame(savedGames[savedGames.Count - 1]); BehaviourObjects.SetDataGame(savedGames[savedGames.Count - 1]); } }