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Question by Paratrooper82 · Jan 21, 2018 at 10:09 PM · scripting problem2d game2d-platformer

PlayerPrefs not resetting after death

Hey guys I am building a simple 2d Game and have come a long way so far. I started saving my collected coins and lives with PlayerPrefs and it works fine.

I created a level manager in which I made the starting lives "3 lives".

Now since putting the PlayerPrefs code in, I finally carry my collected coins and lives from level to level, but it seems it never resets on death. Even when I restart Unity Engine itself it still starts me with lets say 36 coins collected and 5 lives total. When in reality it should start me with 0 coins and only 3 lives.

Here is my LevelEnd script:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;

public class LevelEnd : MonoBehaviour {

 public string levelToLoad; 

 private PlayerController thePlayer; 
 private CameraController theCamera; 
 private LevelManager theLevelManager; 

 public float waitToMove; 
 public float waitToLoad; 

 private bool movePlayer; 

 public Sprite doorOpen; 

 private SpriteRenderer theSpriteRenderer; 



 // Use this for initialization
 void Start () {

     thePlayer = FindObjectOfType<PlayerController> ();
     theCamera = FindObjectOfType<CameraController> ();
     theLevelManager = FindObjectOfType<LevelManager> (); 
     theSpriteRenderer = GetComponent<SpriteRenderer> (); 
      

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

     if (movePlayer) {

         thePlayer.myRigidbody.velocity = new Vector3 (thePlayer.moveSpeed, thePlayer.myRigidbody.velocity.y, 0f);


     }

 }

 void OnTriggerEnter2D(Collider2D other) {

     if (other.tag == "Player") {

         //SceneManager.LoadScene (levelToLoad); 

         theSpriteRenderer.sprite = doorOpen; 

         StartCoroutine ("LevelEndCo"); 

     }
 }

 public IEnumerator LevelEndCo(){

     thePlayer.canMove = false; 
     theCamera.followTarget = false; 

     //theLevelManager.levelMusic.Stop ();

     StartCoroutine ("fadeOut"); 
     theLevelManager.levelMusic.Stop (); 
     theLevelManager.levelEndingMusic.Play ();

     thePlayer.myRigidbody.velocity = Vector3.zero;

     PlayerPrefs.SetInt ("CoinCount", theLevelManager.coinCount);
     PlayerPrefs.SetInt ("PlayerLives", theLevelManager.currentLives); 

     yield return new WaitForSeconds (waitToMove); 

     movePlayer = true; 

     yield return new WaitForSeconds (waitToLoad);

     SceneManager.LoadScene (levelToLoad); 


 }

 IEnumerator fadeOut(){

     for (float f = 1f; f >= 0; f -= 0.1f) {
         theLevelManager.levelMusic.volume = f;
         yield return new WaitForSeconds (.1f); 
     }
 }

}

And here is my level manager Start script: void Start () {

     thePlayer = FindObjectOfType<PlayerController> ();

     healthCount = maxHealth; 

     objectsToReset = FindObjectsOfType<ResetOnRespawn> ();

     if(PlayerPrefs.HasKey("CoinCount")){
         coinCount = PlayerPrefs.GetInt ("CoinCount");
     }

     coinText.text = "Coins: " + coinCount; 

     if (PlayerPrefs.HasKey ("PlayerLives")) {
         currentLives = PlayerPrefs.GetInt ("PlayerLives");
     } else {
         currentLives = startingLives; 
     }
         
     livesText.text = "Lives x " + currentLives; 

 }
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Answer by Paratrooper82 · Jan 21, 2018 at 10:25 PM

Never Mind, I think I fixed this by adding:

PlayerPrefs.DeleteAll();

Right after my gameover screen plays. It seems that now when I restart the game, or even within the editor it starts out with my 0 coins and 3 lives. Is that the most efficient way of saving progress between levels, while at the same time making sure it doesn't carry over when you die?

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