I am using a binary formatter in my Unity game to store the progress of the player to keep track which level(s) he unlocked. It all works fine with this code:
public static void Save()
{
    LevelManager levelManager = GameObject.Find ("GameManager").GetComponent<LevelManager> ();
    BinaryFormatter bf = new BinaryFormatter();
    FileStream file = File.Create (Application.persistentDataPath + "/savedProgress.1912");
    bf.Serialize(file, levelManager.levelReached);
    file.Close();
}
public static void Load() 
{
    LevelManager levelManager = GameObject.Find ("GameManager").GetComponent<LevelManager> ();
    if(File.Exists(Application.persistentDataPath + "/savedProgress.1912")) 
    {
        BinaryFormatter bf = new BinaryFormatter();
        FileStream file = File.Open(Application.persistentDataPath + "/savedProgress.1912", FileMode.Open);
        levelManager.levelReached = (int)bf.Deserialize(file);
        file.Close();
    }
}
It just saves and int called levelReached. After the progress is saved, there will be added a new file onto your computer, in this case "savedProgress.1912".
If I edit the file as text, it looks like this:
Whenever I replace or delete something in this file, it will be corrupted and give me the following error in Unity:
System.Runtime.Remoting.Messaging.Header[]& headers) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/ObjectReader.cs:104)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.NoCheckDeserialize (System.IO.Stream serializationStream, System.Runtime.Remoting.Messaging.HeaderHandler handler) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:179)
System.Runtime.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream serializationStream) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Runtime.Serialization.Formatters.Binary/BinaryFormatter.cs:136)
SaveLoadProgress.Load () (at Assets/Scripts/SaveLoadProgress.cs:25)
LevelManager.Start () (at Assets/Scripts/LevelManager.cs:16)
The problem with this is, is that when I do this, I unlock all levels. They will go back to the state in which they are in the editor, before playing it. I know that I can make them locked as standard state, but is there maybe a way to not let this happen in another way?
Edit: When I wrote this I realised what I just said, just make all the level locked by standard and the problem is fixed. Though it would still be nice to know.
EDIT: I am know using the code from this thread.
This is what I'm currently using:
DataSaver.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
using System.Text;
using System;
public class DataSaver
{
    //Save Data
    public static void saveData<T>(T dataToSave, string dataFileName)
    {
        string tempPath = Path.Combine(Application.persistentDataPath, "data");
        tempPath = Path.Combine(tempPath, dataFileName + ".txt");
        //Convert To Json then to bytes
        string jsonData = JsonUtility.ToJson(dataToSave, true);
        byte[] jsonByte = Encoding.ASCII.GetBytes(jsonData);
        //Create Directory if it does not exist
        if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
        {
            Directory.CreateDirectory(Path.GetDirectoryName(tempPath));
        }
        //Debug.Log(path);
        try
        {
            File.WriteAllBytes(tempPath, jsonByte);
            Debug.Log("Saved Data to: " + tempPath.Replace("/", "\\"));
        }
        catch (Exception e)
        {
            Debug.LogWarning("Failed To PlayerInfo Data to: " + tempPath.Replace("/", "\\"));
            Debug.LogWarning("Error: " + e.Message);
        }
    }
    //Load Data
    public static T loadData<T>(string dataFileName)
    {
        string tempPath = Path.Combine(Application.persistentDataPath, "data");
        tempPath = Path.Combine(tempPath, dataFileName + ".txt");
        //Exit if Directory or File does not exist
        if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
        {
            Debug.LogWarning("Directory does not exist");
            return default(T);
        }
        if (!File.Exists(tempPath))
        {
            Debug.Log("File does not exist");
            return default(T);
        }
        //Load saved Json
        byte[] jsonByte = null;
        try
        {
            jsonByte = File.ReadAllBytes(tempPath);
            Debug.Log("Loaded Data from: " + tempPath.Replace("/", "\\"));
        }
        catch (Exception e)
        {
            Debug.LogWarning("Failed To Load Data from: " + tempPath.Replace("/", "\\"));
            Debug.LogWarning("Error: " + e.Message);
        }
        //Convert to json string
        string jsonData = Encoding.ASCII.GetString(jsonByte);
        //Convert to Object
        object resultValue = JsonUtility.FromJson<T>(jsonData);
        return (T)Convert.ChangeType(resultValue, typeof(T));
    }
    public static bool deleteData(string dataFileName)
    {
        bool success = false;
        //Load Data
        string tempPath = Path.Combine(Application.persistentDataPath, "data");
        tempPath = Path.Combine(tempPath, dataFileName + ".txt");
        //Exit if Directory or File does not exist
        if (!Directory.Exists(Path.GetDirectoryName(tempPath)))
        {
            Debug.LogWarning("Directory does not exist");
            return false;
        }
        if (!File.Exists(tempPath))
        {
            Debug.Log("File does not exist");
            return false;
        }
        try
        {
            File.Delete(tempPath);
            Debug.Log("Data deleted from: " + tempPath.Replace("/", "\\"));
            success = true;
        }
        catch (Exception e)
        {
            Debug.LogWarning("Failed To Delete Data: " + e.Message);
        }
        return success;
    }
}
LevelManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using System.Linq;
using UnityEngine.UI;
[System.Serializable]
public class LevelManager : MonoBehaviour {
    public GameObject[] levelButtons; 
    public int levelReached = 1;
    void Start()
    {
        //SaveLoadProgress.Load ();
        LevelManager loadedData = DataSaver.loadData<LevelManager>("Progress");
        if (loadedData == null)
        {
            return;
        }
        levelButtons = GameObject.FindGameObjectsWithTag ("Level").OrderBy (go => go.name).ToArray ();
        for (int i = 0; i < levelButtons.Length; i++) 
        {
            if (i + 1 > loadedData.levelReached) 
            {
                Color greyed = levelButtons [i].GetComponent<Image> ().color;
                greyed.a = 0.5f;
                levelButtons [i].GetComponent<Image> ().color = greyed;
            }
            if (i < loadedData.levelReached) 
            {
                Color normal = levelButtons [i].GetComponent<Image> ().color;
                normal.a = 1f;
                levelButtons [i].GetComponent<Image> ().color = normal;
            }
        }
    }
}
GameController.cs
if(--LEVELCOMPLETED--)
{
    LevelManager saveData = new LevelManager();
    saveData.levelReached = SceneManager.GetActiveScene ().buildIndex + 1;
    DataSaver.saveData(saveData, "Progress");
}
When I use these codes, the debug log shows: Saved data to... and loaded data from.. but after the loaded data from.., it gives me this error:
ArgumentException: Cannot deserialize JSON to new instances of type 'LevelManager.'
UnityEngine.JsonUtility.FromJson[LevelManager] (System.String json) (at C:/buildslave/unity/build/artifacts/generated/common/modules/JSONSerialize/JsonUtilityBindings.gen.cs:25)
DataSaver.loadData[LevelManager] (System.String dataFileName) (at Assets/Scripts/DataSaver.cs:77)
LevelManager.Start () (at Assets/Scripts/LevelManager.cs:17)
The file "Progress.txt" does excist. It looks like this:
{
    "levelButtons": [],
    "levelReached": 2
}
Are modders able to see this file when I publish it for android or apple? Do I need to encrypt this if I don't want people to be able to cheat? How do I do this?

