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Question by sidotidavide · Feb 23, 2020 at 10:55 AM · unity 2dsaveload

PlayerPrefs Problem

Hello everyone! I am creating a simple 2D game and I just added a simple script to save how much coins the player take from a level and load it when the player go to next level and to display them on the screen. The problem is that if for example I take 20 coins in the level, when I go to the next level the coins displayed are 12 and not 20. I don't know why but these are the scripts:

This is attached to the player

 using UnityEngine;
 
 public class Movement : MonoBehaviour
 {
     public int coinValue = 1;
     public int coins;
 
      void Update ()
      {
          PlayerPrefs.SetInt ("valueOfCoins", coins);
          PlayerPrefs.Save ();
      }
  
      private void OnTriggerEnter2D(Collider2D other)
      {
          if (other.gameObject.CompareTag("Coin"))
          {
              Destroy(other.gameObject);
              coins += 1;
              ScoreManager.instance.ChangeScore(coinValue);
          }
      }

This is attached to a score gameObject

 using UnityEngine;
 using TMPro;
 
 public class ScoreManager : MonoBehaviour
 {
     public static ScoreManager instance;
     public TextMeshProUGUI text;
     int savedCoins;
 
     // Start is called before the first frame update
     void Start()
     {
         savedCoins = PlayerPrefs.GetInt("valueOfCoins");
 
         text.text = "    = " + savedCoins.ToString();
 
         if (instance == null)
         {
             instance = this;
         }
     }
     
     public void ChangeScore(int coinValue)
     {
         savedCoins += coinValue;
         text.text = "    = " + savedCoins.ToString();
     } 
 }


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Answer by sidotidavide · Feb 23, 2020 at 04:52 PM

Hey Guys thank you all but I just found the solution!

I just added

 void Start ()
 {
       PlayerPrefs.GetInt("valueOfCoins");
 }

in the first script and it worked!

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