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Question by EggCorporated · May 15, 2017 at 07:47 PM · c#androidsaveloadoffline

Help offline progression, works on windows but not on Android.

 using UnityEngine;
 using System.Collections;
 using System;
 
 public class IdleEggs : MonoBehaviour
 {
 
     public Clicker click;
     public float oE;
 
     void OnApplicationQuit(){
         long date = DateTime.UtcNow.Ticks / 10000 / 1000;
         PlayerPrefs.SetString("lastDate", Convert.ToString(date));
 
         print ("Date: " + date);
     }
 
     void Start(){
         long nowDate = DateTime.UtcNow.Ticks / 10000 / 1000;
         string lastDateS = PlayerPrefs.GetString ("lastDate");
         long lastDate = Convert.ToInt64 (lastDateS);
         long secondsSinceLastDateL = nowDate - lastDate;
         String secondsSinceLastDateS = Convert.ToString (secondsSinceLastDateL);
         float secondsSinceLastDate = float.Parse (secondsSinceLastDateS);
 
         print ("Sec: " + secondsSinceLastDate);
 
         oE = (secondsSinceLastDate * click.eggsPerSecond) * 10.05f;
         print ("oE: " + Mathf.Round(oE));
         click.eggs += Mathf.Round(oE);
 
             print ("New eggs: " + click.eggs);
     }
 }
 

Hey Guys!!

We are trying to make an app for Android, we want to have offline progression based on our eggspersecond. In Unity the functions is working well, but when we open the app on android the oE value is not added to the click.eggs.

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