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Persistent Data Storage - Unity Serialization Error on iOS

Discussion in 'iOS and tvOS' started by Hasben, Nov 3, 2014.

  1. Hasben


    Aug 25, 2014
    Error in Xcode:

    SerializationException: Unexpected binary element: 255

    at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObject (BinaryElement element, System.IO.BinaryReader reader, System.Int64& objectId, System.Object& value, System.Runtime.Serialization.SerializationInfo& info) [0x00000] in <filename unknown>:0

    at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadNextObject (BinaryElement element, System.IO.BinaryReader reader) [0x00000] in <filename unknown>:0

    at System.Runtime.Serialization.Formatters.Binary.ObjectReader.ReadObjectGraph (BinaryElement elem, System.IO.BinaryReader reader, Boolean readHeaders, System.Object& result, System.Runtime.Remoting.Messaging.Header[]& headers) [0x00000] in <filename unknown>:0

    at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) [0x00000] in <filename unknown>:0

    at System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) [0x00000] in <filename unknown>:0

    at GameControl.Load () [0x00000] in <filename unknown>:0

    at OnClickNavigateTo.Start () [0x00000] in <filename unknown>:0

    (Filename: Line: -1)

    Serialization Class in Unity (GameControl.cs):
    ///////BEGIN GameControl.cs CODE BLOCK

    public class GameControl : MonoBehaviour {

    public static Game Controlcontrol;
    public bool DebugMode = false;
    public string locationString = "/saveData.dat";
    public int playthroughs;
    public int currentCharacter;

    void Awake (){
    if(control == null) {
    control = this; ​
    } else if(control != this) {
    Destroy(gameObject); ​
    } ​

    void OnGUI(){
    if (DebugMode){
    GUI.Label (new Rect (10, 10, 100, 30), "App Usage: " + playthroughs);
    GUI.Label (new Rect (10, 40, 150, 30), "Character Target: " + currentCharacter); } ​

    public void Save(){
    BinaryFormatter bf = new BinaryFormatter();
    FileStream file = File.Create(Application.persistentDataPath + locationString);​

    PlayerData data = new PlayerData (); data.playthroughs = playthroughs; data.currentCharacter = currentCharacter;​

    bf.Serialize (file, data); file.Close(); ​

    public void Load(){
    if (File.Exists (Application.persistentDataPath + locationString)) {
    BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.persistentDataPath + locationString, FileMode.Open); PlayerData data = (PlayerData)bf.Deserialize(file);
    file.Close ();

    playthroughs = data.playthroughs;
    currentCharacter = data.currentCharacter;​

    class PlayerData{
    public int playthroughs;
    public int currentCharacter;​

    ///////END GameControl.cs CODE BLOCK

    Everything runs perfectly on my MacBook, but not on iPhone4S which must, for my current needs, be my target platform.
    Ever run into this? Not much help available online.

    Thank you for your help.
    - Ben
    Last edited: Nov 3, 2014
  2. Hasben


    Aug 25, 2014
    Solution Found! My good friend Ari found this thread, that had the solution I needed: http://answers.unity3d.com/questions/30930/why-did-my-binaryserialzer-stop-working.html

    Here is the critical excerpt that fit into my class:
    TMPxyz, rcashman and New_To_Unity_Guy like this.
  3. New_To_Unity_Guy


    May 30, 2014
    I was thinking about that post as soon as I saw your post title. Glad you found it. It sure saved me back when I needed it.