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Question by iGefest · May 14, 2017 at 06:50 PM · c#playerprefssavesave data

How to create log by PlayerPrefs?

I have dice roller app. When dice is stoped i detect the value like this:

 IEnumerator Counter(){
         yield return new WaitForSeconds (0.1f);
         if (speed > 0) {
             check = true;
             gui.fontSize = -50000;
         } else {
             gui.fontSize = 30;
         }
         if (speed == 0) {    
 
             float maxY = 0f;
             Transform upFace = null;
 
             foreach (Transform face in faces) {
                 if (face.position.y > maxY) {
                     maxY = face.position.y;
                     upFace = face;
                 }
             }
 
 
             if (check == true) {
                 //Debug.Log (upFace.name);
                 result = upFace.name;
                 gui.text = "You are rolled: " + result;
                 PlayerPrefs.SetString ("DiceResult",Time.time +" You rolled " +result);
                 consoleResult = PlayerPrefs.GetString ("DiceResult");
                 Debug.Log (consoleResult);
                 check = false;
                 yield return new WaitForSeconds (1f);
 
             }
 
         }
 
     }


But now it`s not a log. I just overwrite the value after each roll. I want create a log. After each roll the value must been save in PlayerPrefs and if you want you can see all of your result.

Question 1: How create log by PlayerPrefs?

Question 2: How output the values? ( Many empty GUI.Text components?)

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avatar image Sergio7888 · May 17, 2017 at 06:30 AM 0
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PlayerPrefs work like a Dictionary<String,String>(can hold int and float but they can be converted to string), for this reason if you don't want overwrite a value you need use a diferent key, but PlayerPrefs is used to hold simple data, to save complex data you need use serialization.

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Answer by TonyLi · May 19, 2017 at 06:59 PM

Create a Unity UI Text element inside a Scroll View. (Watch Unity's UI Tutorials if you don't know how to do this.)

Each time you roll, add the result to the Text element's text variable:

 public UnityEngine.UI.Text rollsText; // ASSIGN IN INSPECTOR.
 
 IEnumerator Counter() {
     ...
     if (check == true) {
         ...
         rollsText.text += "\nYou rolled " + result;
         yield return new WaitForSeconds(1f);
     }
 }


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