Question by
Lazarus-Overman · Jun 10, 2017 at 07:32 AM ·
androidsave data
Why is PlayerPrefs Not Working in Editor or Android?
Here is the code for my persistent Global Controller. Everything works fine except the PlayerPrefs section. Anybody have any ideas?
using UnityEngine; using System.Collections; using UnityEngine.UI;
public class GlobalControl : MonoBehaviour {
public static GlobalControl instance;
public int leafCount;
public int waterCount;
public int levelCount;
public int DisguiseCount;
public int DroCount;
public int AuxWaterCount;
void Awake (){
if (instance == null) {
instance = this;
} else if (instance != this) {
Destroy (gameObject);
}
DontDestroyOnLoad (gameObject);
leafCount = 0;
waterCount = 100;
levelCount = 1;
DisguiseCount = 3;
DroCount = 3;
AuxWaterCount = 3;
}
public void Update (){
if (BongoControls.saveit == true) {
leafCount = BongoControls.leafCount;
waterCount = BongoControls.waterCount;
levelCount = BongoControls.levelCount;
DisguiseCount = BongoControls.DisguiseCount;
DroCount = BongoControls.DroCount;
AuxWaterCount = BongoControls.AuxWaterCount;
}
if (HeadshopScriptNewBehaviourScript.saveit == true) {
leafCount = HeadshopScriptNewBehaviourScript.leafCount;
waterCount = HeadshopScriptNewBehaviourScript.waterCount;
DisguiseCount = HeadshopScriptNewBehaviourScript.DisguiseCount;
DroCount = HeadshopScriptNewBehaviourScript.DroCount;
AuxWaterCount = HeadshopScriptNewBehaviourScript.tankCount;
}
if (DeHydroCam.parched == true) {
leafCount = 0;
waterCount = 100;
levelCount = 1;
DisguiseCount = 0;
DroCount = 0;
AuxWaterCount = 0;
}
if (ContinueScript.doAgain == true) {
levelCount = 1;
}
if (MoverScript.caught == true && waterCount > 100){
waterCount = 100;
}
if (DriftCam.lost == true && waterCount > 100) {
waterCount = 100;
}
}
public void Save (){
SaveIt ();
}
public void SaveIt (){
PlayerPrefs.SetInt ("leaf", leafCount);
PlayerPrefs.SetInt ("water", waterCount);
PlayerPrefs.SetInt ("level", levelCount);
PlayerPrefs.SetInt ("disguise", DisguiseCount);
PlayerPrefs.SetInt ("dro", DroCount);
PlayerPrefs.SetInt ("aux", AuxWaterCount);
PlayerPrefs.Save ();
}
public void Load (){
LoadIt ();
}
public void LoadIt (){
leafCount = PlayerPrefs.GetInt ("leaf");
waterCount = PlayerPrefs.GetInt ("water");
levelCount = PlayerPrefs.GetInt ("level");
DisguiseCount = PlayerPrefs.GetInt ("disguise");
DroCount = PlayerPrefs.GetInt ("dro");
AuxWaterCount = PlayerPrefs.GetInt ("aux");
}
}
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