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Question by unity_MPhbdR7wb7LlCQ · Feb 10, 2021 at 10:09 PM · androidscripting problemscripting beginnerplayerprefssave

Player Prefs Dosen't work on android

My player Prefs works on pc but dosen't work on Android, Help. Code here:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using System;
 namespace BusinessTycoonSim
 {
     public static class LoadPlayerDataPrefs
     {
         // Date Time if loading from saved game
         static DateTime currentDate;
         static DateTime oldDate;
 
 
         public static void LoadSavedGame()
         {
 
             
 
             if (IsGameSaved())
             {
                 Debug.Log("Loading Saved Game");
 
                 
 
 
 
                 gamemanager.ActiveShareholders = PlayerPrefs.GetInt("ActiveShareholders");
 
                 

 
                 gamemanager.LifeTimeEarnings = double.Parse(PlayerPrefs.GetString("LifeTimeEarnings"));
 
 
             }
 
             else
             {
                 gamemanager.AddToBalance(gamemanager.StartingBalance);
             }
             
         }
 
         // We use a simple int in the player prefs to determine if we have a saved game to load
         public static bool IsGameSaved()
         {
             // This is wrapped in a try block as the attempt to check GaameSavedflag will fail if we have never saved the game
             try
             {
                 int GameSavedflag = PlayerPrefs.GetInt("GameSaved");
                 if (GameSavedflag == 1)  // One way to reset the game on startup would be to store a 0 for this field in the playerprefs
                     return true;
                 else
                     return false;
             }
             catch
             {
                 Debug.Log("Can't read 'GameSaved' key in PlayerPrefs. Start a new game.");
                 return false;
             }
         }
 
         // We need the idle time to calculate how much the player earned
         private static float GetIdleTime()
         {
             float IdleTime = 0;
 
             // Defensive programming... Once again we wrap this in a try block to handle invalid data/calculations
             try
             {
 
                 // This gets the stored string into a 64bit integer
                 long temp = Convert.ToInt64(PlayerPrefs.GetString("SaveDateTime"));
 
                 //Convert the old time from binary to a DataTime variable
                 DateTime oldDate = DateTime.FromBinary(temp);
 
                 //Use the Subtract method and store the result as a timespan variable
                 currentDate = System.DateTime.Now;
                 TimeSpan difference = currentDate.Subtract(oldDate);
 
                 // Save the idle time in seconds so we can calculate profits when loading the 
                 IdleTime = (float)difference.TotalSeconds;
 
             }
             catch (FormatException)
             {
                 // Something went wrong with the saved data
                 Debug.Log("exception caught...  We will start a new game.");
                 
 
             }
             return IdleTime;
         }
 
         // This method goes through all the StoreUpgrades and determines which ones the player has unlocked
         private static void LoadStoreUpgrades()
         {
 
             // We need this counter to keep a unique key for each upgrade
             int counter = 1;
             foreach (storeupgrade StoreUpgrade in gamemanager.StoreUpgrades)
             {
                 string stringKeyName = "storeupgradeunlocked_" + counter.ToString();
                 int Unlocked = PlayerPrefs.GetInt(stringKeyName);
                 // Debug.Log("Get StoreUpgrade for key-" + stringKeyName + " - " + StoreUpgrade.Store.StoreName + " - " + StoreUpgrade.UpgradeName + " Unlock Value=" + Unlocked.ToString());
 
                 if (Unlocked == 1)
                 {
                 
                     StoreUpgrade.UpgradeUnlocked = true;
                 }
                 else
                     StoreUpgrade.UpgradeUnlocked = false;
                
                 counter++;
             }
         }
 
         // Load the store data that has been saved in the playerpref file
         private static void LoadSavedStoreData(float IdleTime)
         {
             // the counter is used to load the unique key for each store from the playerprefs as it doesn't handle arrays
             int counter = 1;
             foreach (store StoreObj in gamemanager.StoreList)
             {
                  // Get the number of stores the player owns
                 int StoreCount = PlayerPrefs.GetInt("storecount_" + counter);
 
                 // If they don't own any stores of this type then what are we doing here?
                 if (StoreCount > 0)
                 {
                     // Store the # of stores in the store object
                     StoreObj.StoreCount = StoreCount;
 
                     // Check to see if the store is unlocked for the player
                     int Unlocked = PlayerPrefs.GetInt("storeunlocked_" + counter);
                     if (Unlocked == 1)
                     {
                         // Set the store to unlocked
                         StoreObj.StoreUnlocked = true;
 
                     }
                     else
                     {
                     
 
 
                 StoreObj.StoreUnlocked = false;
             }
 
             // Load if the timer was active for the store when they quit the game
             Unlocked = PlayerPrefs.GetInt("storetimeractive_" + counter);
             if (Unlocked == 1)
             {
                 //.Log(StoreObj.StoreName + " timer was active... restart it");
                 StoreObj.StartTimer = true;
             }
             else
                 StoreObj.StartTimer = false;
 
             // This is where we set the store multipler from the upgrades that have been unlocked
             StoreObj.CurrentMultiplier = PlayerPrefs.GetFloat("storemultiple_" + counter);
 
 
             float LastTimerValue = PlayerPrefs.GetFloat("storecurrenttimer_" + counter);
             StoreObj.StoreTimer = PlayerPrefs.GetFloat("storetimer_" + counter);
 
             Unlocked = PlayerPrefs.GetInt("storemanagerunlocked_" + counter);
             if (Unlocked == 1)
             {
                 StoreObj.ManagerUnlocked = true;
 
 
             }
             StoreObj.CalculateIdleProfit(IdleTime, LastTimerValue);
         }
         counter++;
     }
 }
     }
 }








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