Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by stephen_george98 · May 13, 2016 at 07:19 PM · playerprefsserializationxmlsavingdata storage

PlayerPrefs v. XML File for Saving Data?

Hello all,

I searched all around Google and YouTube and I could not find a definite answer to my question.

Should I use PlayerPrefs or XML files to save the all the data that is in Version 1 of my game? Or is their any other format of saving that you prefer?

My game does not have much data that will be saved onto it, but it is not very minimal either. The things that I will save in my game are: Options Menu (Sound FX on or off, game music on or off, and the 10 second Story Animation on or off), Scores for the distance you go in my game (around 10 scores, kinda like a billboard), and a very simple store where you can unlock two more characters after you have achieved a certain distance in the game. Their is not much right now but I am going to be releasing updates in my game and it will continue to grow and expand, so I would like the savings option that can be expanded upon the best. I tried my best to explain my unique scenario, if you need more information just let me know and I will add it. Thank you! :)

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by FortisVenaliter · May 13, 2016 at 07:37 PM

Definitely sounds like an external save system would be overkill for you. Generally, the rule is to use existing tools until they no longer work for you and you have to write your own. So, write it with PlayerPrefs, and if you find that you need to store something PlayerPrefs can't handle, then you write your own. Ideally, you want to make this an informed decision beforehand, but that comes with experience, and trying things out is how you get experience.

Comment
Add comment · Show 5 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image stephen_george98 · May 13, 2016 at 08:17 PM 0
Share

Okay. Thank you for your input! Would you $$anonymous$$d answering this also... Isn't it more safe and secure against cheaters to use an external save system as oppose to using PlayerPrefs?

avatar image FortisVenaliter stephen_george98 · May 13, 2016 at 08:22 PM 2
Share

No, it's safer and more secure to use a remote server to save them... but also prohibitively more expensive to develop. Anything on the local machine can be hacked easily for those who are persistent. X$$anonymous$$L is particularly easy to modify.

Honestly, the best advice I can give is this: If cheating doesn't break the game for other players, allow it. They already paid for your game, so who does it hurt if they want to cheat their way through it and rob themselves of the experience? Some gamers get their fun out of breaking games.

Obviously, all that goes out the window if your game has an online component.

avatar image stephen_george98 FortisVenaliter · May 13, 2016 at 08:39 PM 0
Share

$$anonymous$$y game is a simple mobile game that will be free and then you pay .99 cents (or 1.99 dollars, haven't decided just yet) to get rid of the ads after every time you get a game over. They do not have to pay anything to be able to play my game. That is my other dilemma, should I even try to make the security better since they will be able to download my game for free?

Show more comments
Show more comments

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Need experienced opinion: Saving a players inventory: XML or PlayerPrefs? 1 Answer

Saving serializable class list at runtime. 1 Answer

Questions about XML serialization of Class Properties 1 Answer

whats the best way to save a large list of variables? 1 Answer

Serializing GameObject Data with XML, Adaptation 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges