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Question by TheGamer106 · Apr 16, 2012 at 08:43 PM · saveloadingamerooms

Save and load ingame 'projects'

Hi, I have a bit of a complex question to ask here. I am working on a music editing iPhone application (GUI based), and what I need to do is find some way of saveing and loading a project within the app. What I am thinking of doing is to have the code create a new Scene within the Unity file when you make the new in-app project, then store the details within the project (what trackes are used, their position on the timeline etc.)

But basicaly, I need some form of code that will create a new room with a name which the user defines and I can go from there. I had a look into playerPrefs, and I dont really know how I would utalise that in this situation. Please can any suggestions be in JavaScript, as my C# skills are at this point lacking.

----------------{ Update }----------------

I am still having problems with this, this is the code right now. Please can someone help me, it works once, then never again. It seems not to store the playerPrefs data properly.

 function Create()
 {
     if(PlayerPrefs.GetString(new_project_name) != "project_" + randomCode)
     {
         RandomCode(); // Generate a random project ID
         PlayerPrefs.SetString(new_project_name, "project_" + randomCode);
         print(PlayerPrefs.GetString(new_project_name));
     }
     else
     {
         header = "Project allready exists!";
         print("Project exists");
     }
 }
 
 function RandomCode() 
 {
     var code : String = "";
 
     for (var i : int = 0; i < 20; i++) 
     {
        var a : int = Random.Range(0, characters.length);
        code = code + characters[a];
        randomCode = code;
     }
 }






Many thanks -TG106

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Answer by Paulius-Liekis · Apr 17, 2012 at 10:01 AM

The simple way is to use PlayerPrefs, but of course it's cumbersome for larger datasets. Another option is simply writing files to Application.persistentDataPath using System.IO classes.

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