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Question by SeanWink · Jan 02, 2018 at 03:43 PM · c#playerplayerprefstagscharacters

Can I set a player tag to this line of code?

 Playerpref.SetInt(“CharacterSelected”,Index);
 

I want the line of code to make it so the character selected gets tag “Player”

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avatar image OneCept-Games · Jan 02, 2018 at 03:49 PM 0
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$$anonymous$$ore details please

avatar image SeanWink OneCept-Games · Jan 02, 2018 at 07:32 PM 0
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Yes, it is a character selection I saved in the playerpref. it saves the players character selection and loads it to the next scene. I just need that character selected and stored in the playerpref to be tagged "player" at the start of the scene.

avatar image TreyH · Jan 02, 2018 at 04:05 PM 0
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 Playerpref.SetString(“CharacterSelected”,"Player");

?

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Answer by OneCept-Games · Jan 02, 2018 at 04:09 PM

PlayerPrefs is for storing data on persistant media (like a disk, or static memory). If you want to set the tag attribute of an object, you should use playerObject.tag = "Player" or similar.

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avatar image SeanWink · Jan 02, 2018 at 07:29 PM 0
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Yes, it is a character selection I saved in the playerpref. it saves the players character selection and loads it to the next scene. I just need that character selected and stored in the playerpref to be tagged "player" at the start of the scene.

avatar image OneCept-Games SeanWink · Jan 02, 2018 at 07:35 PM 0
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ok, then you could set the tag attribute on your character object, like: characterObject[Index].tag = PlayerPrefs.GetInt("CharacterSelected"); I am though not sure what the index is for here, so I assumed you had it as an index of an array. Just make sure you are having the same order in the array when you read back the value.

avatar image SeanWink OneCept-Games · Jan 02, 2018 at 08:02 PM 0
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Here is the code I have for the character selection. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Scene$$anonymous$$anagement;

 public class CharacterSelection : $$anonymous$$onoBehaviour {
 
     private GameObject[] characterList;
     private int index; // keeping track of which model we are looking at
     //Get reference to every single object/ character
     private void Start ()
     {
         index = PlayerPrefs.GetInt ("CharacterSelected");
         characterList = new GameObject[transform.childCount];
 
     
 
         // Fill the array with our models
         for (int i = 0; i < transform.childCount; i++)
             characterList [i] = transform.GetChild (i).gameObject;
         // We toggle off their renderer
         foreach (GameObject go in characterList)
             go.SetActive (false);
         // we togggle on the selected Character
         if (characterList [index])
             characterList [index].SetActive (true);
         
     }
     public void ToggleLeft()
     {
         // Toggle off the current model
         characterList[index].SetActive(false); // turning off index  object
 
         index --; // Or you could write index --; or index= index -1;
         if (index < 0)
         index = characterList.Length - 1; // security check to see if we are not out of array range. This brings you back to end of index 
 
         // toggle on the  current model
         characterList[index].SetActive(true);// turnning ON index object
     }
     public void ToggRight()
     {
         // Toggle off the current model
         characterList[index].SetActive(false); // turning off index  object
 
         index ++; // Or you could write index --; or index= index -1;
         if (index == characterList.Length)
             index = 0; // security check to see if we are not out of array range. This brings you back to end of index 
 
         // toggle on the  current model
         characterList[index].SetActive(true);// turnning ON index object
     }
 
     public void ChangeSceneButton() // public functions because we call them from buttons
     {
         PlayerPrefs.SetInt ("CharacterSelected", index); // transfer charect date to next scene by storing character information in a prefab
         Scene$$anonymous$$anager.LoadScene ("Gameplay lvl");
 
     }
 }
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