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This question was closed May 28, 2018 at 07:20 AM by keckluis for the following reason:

The question is answered, right answer was accepted

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Question by keckluis · May 25, 2018 at 12:31 PM · performancewebglplayerprefsvariablessaving

Are there any major consequences when using Playerprefs?

I want to save one string and 16 floats in the Playerprefs, so that they are saved after scene change and game restart. Could that cause any issues?

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avatar image Cherno · May 25, 2018 at 01:20 PM 2
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Only if the string is extremely long.

avatar image keckluis Cherno · May 28, 2018 at 07:20 AM 0
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Alright, thanks. The strings are only about 8 letters long.

avatar image TreyH · May 25, 2018 at 02:28 PM 1
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Not really an issue so much as readability / quality of life, but PlayerPrefs aren't great at storing lots of things cleanly. Unless you're using a cute serialization and saving N values as a single string, then you're probably going to have N statements reading:

 PlayerPrefs.SetFloat("n1", 50.0F);
 PlayerPrefs.SetFloat("n2", 30.0F);
 // ...
avatar image Hellium · May 28, 2018 at 07:31 AM 1
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PlayerPrefs are not meant to save game data. They can be easily modified by a user, by opening the registry.


As the name suggests, PlayerPrefs are meant to save Player preferences, such as volume, screen size, quality level, ....

avatar image keckluis Hellium · May 28, 2018 at 09:42 AM 0
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I am just saving the input device they chose last and the speed settings of the devices, like movement speed, cursor speed etc. From my understanding, I am using them right.

avatar image Hellium keckluis · May 28, 2018 at 09:47 AM 1
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A config file would be more appropriate I$$anonymous$$HO ;)

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