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Question by bluesheepgamesofficial · Jan 05, 2018 at 02:53 AM · playerprefssave datasave gameplayerpref

Playerpref is not saving

Not sure what is causing this issue but here is my code using UnityEngine; using System.Collections; using UnityEngine.UI;

public class ScoreManager : MonoBehaviour {

 public Text scoreText;
 public Text highScoreText;

 public float scoreCount;
 public float highScoreCount;

 public float pointsPerSecond;

 public bool scoreIncreasing;

 // Use this for initialization
 void Start () {
     if (PlayerPrefs.HasKey("highScore"))
     {
         highScoreCount = PlayerPrefs.GetFloat("highScore");
     }
 }

 // Update is called once per frame
 void Update() {

     if (scoreIncreasing) { 

     scoreCount += pointsPerSecond * Time.deltaTime;

 }
     if (scoreCount > highScoreCount)
     {
         highScoreCount = scoreCount;
         PlayerPrefs.SetFloat("hightScore", highScoreCount);
     }

     scoreText.text = "Score: " + Mathf.Round(scoreCount);
     highScoreText.text = "HighScore: " + Mathf.Round(highScoreCount);


 }

}

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avatar image Ginxx009 · Jan 05, 2018 at 03:08 AM 0
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How to do you get the score :) . Cause maybe its saving empty

avatar image Bonfire-Boy · Jan 05, 2018 at 11:06 AM 0
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Are you calling PlayerPrefs.Save() somewhere?

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Answer by OneCept-Games · Jan 05, 2018 at 12:52 PM

You have spelling mistake. You set hightScore, but retrieve highScore. remove the "t"

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avatar image bluesheepgamesofficial · Jan 06, 2018 at 05:03 AM 0
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THAN$$anonymous$$ YOU! I never noticed this.

avatar image elenzil · Jan 31, 2019 at 08:58 PM 0
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a good practice for avoiding token inconsistencies like this is to make a constant with the token:

 static readonly string kHighScore = "highScore";
 ...
 PlayerPrefs.SetFloat(kHighScore, foo);
 ...
 foo = PlayerPrefs.GetFloat(kHighScore);

that way if you have a type in spelling the token variable you get a compile error.

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