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Question by mrrealmpayne · Dec 30, 2017 at 08:01 AM · c#playerprefsinputfield

PlayerPrefs returns nothing

This whole script attached to Player. SaveUsername - to Inputfield. All i want is to set the name of player if he/she beats the highscore.

     using System.Collections;
     using System.Collections.Generic;
     using System.Text;
     using System.IO;
     using UnityEngine;
     using UnityEngine.SceneManagement;
     using UnityEngine.UI;
     
     public class Player_score : MonoBehaviour {
     
         public Text[] highScores;
         public InputField usernameInput;
         string newName = "";
         public string trueName = "";
         int[] highScoreValues;
         public bool alreadyName;
         private float timeLeft = 120;
         public int playerScore = 0;
         public int CoinCost = 100;
         public GameObject timeLeftUI;
         public GameObject playerScoreUI;
     
         void Start()
         {
             highScoreValues = new int[highScores.Length];
             for (int x = 0; x < highScores.Length; x++)
             {
                 highScoreValues[x] = PlayerPrefs.GetInt("highScoreValues" + x);
             }
     
             if(alreadyName = true)
             {
                 PlayerPrefs.GetString("saveName");
             }
             DrawScores();
     
     
         }   
     
         void Update() {
             timeLeft -= Time.deltaTime;
             timeLeftUI.gameObject.GetComponent<Text>().text = ("Time Left: " + (int)(timeLeft)); 
             playerScoreUI.gameObject.GetComponent<Text>().text = ("Score: " + playerScore); 
     
             if (timeLeft < 0.1f)
             {
                 SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
             }
         }
     
         public void SaveUsername()
         {
             alreadyName = true;
             newName = PlayerPrefs.GetString("saveName");
             PlayerPrefs.Save();
             Debug.Log("AND HIS NAME IS" + newName);
         }
     
         void OnTriggerEnter2D(Collider2D trig)
         {
             if (trig.gameObject.name == "EndLevel") {
                 CountScore();
                 CheckForHighScore(playerScore);
                 SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex + 1);
                 PlayerPrefs.GetInt("Score");
     
     
             }
             else if (trig.gameObject.name == "Coin" || trig.gameObject.name == "Coin (1)" || trig.gameObject.name == "Coin (2)" || trig.gameObject.name == "Coin (3)" || trig.gameObject.name == "Coin (4)" || trig.gameObject.name == "Coin (5)" || trig.gameObject.name == "Coin (6)")
             {
                 playerScore += CoinCost;
                 Destroy(trig.gameObject);
             }
             
         }
     
         void CountScore()
         {
             playerScore = playerScore + (int)(timeLeft * SceneManager.GetActiveScene().buildIndex * 17);
         }
     
         public void CheckForHighScore(int _value)
         {
             for (int x = 0; x < highScores.Length; x++)
             {
                 if (_value > highScoreValues[x])
                 {
                     for (int y = highScores.Length - 1; y > x; y--)
                     {
                         highScoreValues[y] = highScoreValues[y - 1];
                     }
                     highScoreValues[x] = _value;
                     DrawScore2();
                     SaveScores();
                     break;
                 }
             }
         }
     
         void DrawScores()
         {
             for (int x = 0; x < highScores.Length; x++)
             {
                 highScores[x].text = (highScoreValues[x].ToString());
             }
     
         }
     
         void DrawScore2()
         {
             for (int x = 0; x < highScores.Length; x++)
             {
                 highScores[x].text = (newName + highScoreValues[x].ToString());
             }
     
         }
     
         void SaveScores()
         {
             for (int x = 0; x < highScores.Length; x++)
             {
                 PlayerPrefs.SetInt("highScoreValues" + x, (highScoreValues[x]));
             }
         }
     }
     
 
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