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Question by Rukas90 · Mar 24, 2017 at 05:25 PM · save data

Problem when trying to save time

Hello everyone!

I'm made a simple runtime timer for my camera. Now I'm trying to save the time, but it doesn't save.. Can someone give me some advice on what am I doing wrong here?

Any tip / advice is highly appreciated! Thank you very much! :)

P.S. Sorry if my english is bad.

 #pragma strict
 
 static var timer : float;
 var timer_text : GameObject;
 
 private var check : boolean = false;
 
 function Awake () 
 {
     timer = PlayerPrefs.GetFloat("RecordingTime_timer");
 }
 
 function Update () 
 {
     if(!check)
     {
         var t : System.TimeSpan = System.TimeSpan.FromSeconds(timer);
         timer_text.guiText.text = String.Format("{0:D2}:{1:D2}:{2:D2}:{3:D2}", t.Hours, t.Minutes, t.Seconds, t.Milliseconds);
         timer += Time.deltaTime;
         
         if(timer > PlayerPrefs.GetFloat("RecordingTime_timer"))
         PlayerPrefs.SetFloat("RecordingTime_timer", timer);
         
         wait();
     }
 }
 
 function wait ()
 {
     check = true;
     yield WaitForSeconds(0.3);
     check = false;
 }
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Answer by AurimasBlazulionis · Mar 24, 2017 at 05:48 PM

You will never save the timer because your timer is always more than the saved time.

Your logic:

begin with:

timer = saved time

... then

timer += deltatime

... and

if timer < saved time, then saved time = timer

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avatar image Rukas90 · Mar 24, 2017 at 06:03 PM 0
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It worked! :) Thank you very much! I updated the script! The only problem now is that it's really unoptimized.. I tried to do something, but now it doesn't even count the time anymore.. Could you give me one more advice on this matter? :) Thank you!

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