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tab 05Export to Mobile7 lessons — tap to open
04 / 07 · 10 min
Export to Mobile

Saving progress

your project so far

Assets/

Scenes/

Arena.unity

Knight

Scripts/

CharacterStats.csEquipment.csSaveData.csSaveSystem.csGameSession.cs

you already havethis lesson adds

A mobile game gets interrupted constantly: a phone call, a notification, the OS killing the app to free memory. If closing the app loses progress, nobody comes back.

animated diagram

Turn a plain C# class into JSON, write it to persistentDataPath, read it back on launch.

PlayerPrefs or a file?

✓ PlayerPrefs

Three types only (int, float, string), no structure, stored in the registry / a plist. Perfect for volume sliders and Invert Y. Terrible for game state.

✓ JSON file

A whole object graph in one file you can inspect, back up and version. This is what an actual save game is.

Step 1 — a plain data class

The save class holds values, never MonoBehaviours. You cannot serialise a GameObject — write down what you need to rebuild it instead.

SaveData.cs
using System;
using System.Collections.Generic;
using UnityEngine;

[Serializable]
public class SaveData
{
    public int version = 1;              // bump this when the shape changes

    public int level = 1;
    public float health = 100f;
    public int gold;
    public float playTimeSeconds;

    public string sceneName = "Arena";
    public Vector3 playerPosition;       // Unity serialises Vector3 fine

    public List<string> ownedArtifacts = new List<string>();
    public List<string> equippedArtifacts = new List<string>();

    public string savedAtUtc = "";
}

Step 2 — write and read it

SaveSystem.cs
using System;
using System.IO;
using UnityEngine;

public static class SaveSystem
{
    // the ONLY folder you are allowed to write to on iOS and Android
    private static string Path => System.IO.Path.Combine(Application.persistentDataPath, "save.json");

    public static bool Exists => File.Exists(Path);

    public static void Save(SaveData data)
    {
        data.savedAtUtc = DateTime.UtcNow.ToString("o");

        string json = JsonUtility.ToJson(data, prettyPrint: true);
        string temp = Path + ".tmp";

        // if the phone dies mid-write, the old save is still intact
        File.WriteAllText(temp, json);
        File.Copy(temp, Path, overwrite: true);
        File.Delete(temp);

        Debug.Log("Saved to " + Path);
    }

    public static SaveData Load()
    {
        if (!Exists) return new SaveData();          // first run

        try
        {
            string json = File.ReadAllText(Path);
            SaveData data = JsonUtility.FromJson<SaveData>(json);
            return Migrate(data);
        }
        catch (Exception e)
        {
            // a corrupt save must never brick the game
            Debug.LogError("Save file unreadable, starting fresh: " + e.Message);
            File.Move(Path, Path + ".broken");
            return new SaveData();
        }
    }

    public static void Delete()
    {
        if (Exists) File.Delete(Path);
    }

    /// old saves must keep working after you ship an update
    private static SaveData Migrate(SaveData data)
    {
        if (data.version < 1)
        {
            data.gold = 0;
            data.version = 1;
        }
        return data;
    }
}
  • Application.persistentDataPath is the only writable folder on a phone. Application.dataPath is read-only inside the app bundle.

  • The temp-file swap protects against a half-written save when the OS kills the app mid-write.

  • Always wrap Load in try/catch. A user with a corrupt file who cannot open the game will leave a one-star review.

  • The version field costs nothing today and saves you the day you add a field in update 1.3.

Step 3 — save at the right moments

Do not save every frame, and do not only save when the player taps a button — on a phone they will never get the chance.

GameSession.cs
using UnityEngine;

public class GameSession : MonoBehaviour
{
    public static GameSession Instance { get; private set; }
    public SaveData Data { get; private set; }

    [SerializeField] private CharacterStats playerStats;   // the Knight's
    [SerializeField] private Transform player;

    void Awake()
    {
        if (Instance != null) { Destroy(gameObject); return; }
        Instance = this;
        DontDestroyOnLoad(gameObject);

        Data = SaveSystem.Load();
        Apply(Data);
    }

    void Update() => Data.playTimeSeconds += Time.deltaTime;

    void Collect()
    {
        Data.health = playerStats.currentHealth;
        Data.playerPosition = player.position;
        Data.sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
    }

    void Apply(SaveData d)
    {
        playerStats.currentHealth = d.health;
        if (d.playerPosition != Vector3.zero) player.position = d.playerPosition;
    }

    /// fires when the app goes to the background — THIS is the important one on mobile
    void OnApplicationPause(bool paused)
    {
        if (paused) { Collect(); SaveSystem.Save(Data); }
    }

    /// desktop and a graceful exit
    void OnApplicationQuit()
    {
        Collect();
        SaveSystem.Save(Data);
    }
}

Checkpoints, not autosave spam

  • Save when the player enters a new area, finishes a fight, buys something, or the app backgrounds.

  • Writing a small JSON file takes about a millisecond. Writing it 60 times a second still wears the flash storage.

  • Show a tiny 'saved' indicator for half a second. Players distrust games that save invisibly.

Finding the file to debug it

terminal
# print the path from inside the game
Debug.Log(Application.persistentDataPath);

# Android — pull the save off the device
adb shell run-as com.yourstudio.yourgame cat files/save.json

# Editor paths
# macOS   ~/Library/Application Support/CompanyName/ProductName/
# Windows %USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\