// save objects public void SaveToFile() { // file stream DataManager fileStream = new DataManager(); string fullFile; fileStream.ClearAllDataRecordsFromManager(); // clear existing content // if children should be added, its updated before saving. if (addChildrenOnSave) { AddChildrenToList(); } // set record file and save fullFile = GetFileWithPath(); fileStream.SetDataFile(fullFile); // adds all elements in the list. foreach (GameObject element in objects) { SerializedObject entity = SerializableObject.Pack(element); byte[] data = DataManager.SerializeObject(entity); // adds data fileStream.AddDataRecordToManager(data); // new byte[] tempData = fileStream.GetDataFromManager(fileStream.GetDataRecordAmount() - 1); object tempObj = DataManager.DeserializeObject(tempData); SerializedObject tempEty = (SerializedObject)tempObj; tempEty.GetType(); } fileStream.SaveDataRecords(); // if the save record didn't create or edit a file, the name must be invalid. if (!fileStream.FileAvailable()) { Debug.Log("File could not be found, or opened."); return; } // clear ocntent so it can be reused. fileStream.ClearAllDataRecordsFromManager(); Destroy(fileStream); Debug.Log("Save Successful!"); }