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Question by TinyUtopia · Aug 11, 2010 at 04:23 PM · arrayclasssavingstates

saving class array states

I wrote a script that contains a series of class arrays that the user can make adustments to through some OnGUI buttons. After the user has made a change, I would like that to be recorded and saved, so that the modified values can be called back.

I'm having some trouble getting my head around how I could best save this information and how it would then be called back when needed. I'm writing this in javascript so that always helps - thx!

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avatar image TinyUtopia · Aug 11, 2010 at 06:59 PM 0
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I forgot to mention in my original question that this script is assigned to several game objects, each having their own set of values.

$$anonymous$$nowing this would it be better to just save each array, or maybe it would be more efficient to create another array for all of the script instances? Is there a limit to the depth of an array?

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Answer by Julian-Glenn · Aug 11, 2010 at 06:32 PM

PlayerPrefs could prolly do it if it is not a huge amount of data to save.

http://unity3d.com/support/documentation/ScriptReference/PlayerPrefs.html

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