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Question by Chino_96 · Oct 18, 2017 at 01:37 PM · c#script.playerprefs

How to refresh playerprefs?

Im making a Balloon poping game, and I want to get a prize for some amount of score for example if you made a score of 10 you get a sticker or if you made a score of 20 you get a keyholder, and if you have score 0 you get a try again text so the problem is that when I finish the game it displays the try again text then when you open a diferent program (like going to a folder o anything outside of unity the text refresh and then I get the right text. I try using update, LateUpdate and FixedUpdate but nothing changes.

here is the script:

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

 public class CountDownTimer : MonoBehaviour
 {

 //public string levelToLoad;
 public float timer = 60f;
 public Text timerSeconds;
 public GameObject panelWin, score, time, pausa;
 public int _playerScore;
 public Text premio;


 // Use this for initialization
 void Start ()
 {
     timerSeconds = GetComponent<Text>();
     time.SetActive(true);
     panelWin.SetActive(false);
     Time.timeScale = 1;
 }
 
 // Update is called once per frame
 void LateUpdate ()
 {
     timer -= Time.deltaTime;
     timerSeconds.text = timer.ToString("f0");
     if (timer <=0)
     {
         if (PlayerPrefs.HasKey("Points"))
         {
             _playerScore = PlayerPrefs.GetInt("Points");
             if (_playerScore == 0)
             {
                 premio.text = "Intenta de nuevo!";
             }
             else
             {

                 if (_playerScore >= 1 && _playerScore <= 10)
                 {
                     premio.text = "Tu premio es: una calco Bebé a bordo";
                 }

                 else
                 {

                     if (_playerScore >= 11 && _playerScore <= 20)
                     {
                         premio.text = "Tu premio es: un llavero Huggies";
                     }
                     else
                     {

                         if (_playerScore >= 21 && _playerScore <= 30)
                         {
                             premio.text = "Tu premio es: un pack de toallitas";
                         }
                         else
                         {

                             if (_playerScore >= 31 && _playerScore <= 40)
                             {
                                 premio.text = "Tu premio es: un pack de pañales";
                             }
                             else
                             {

                                 if (_playerScore >= 41 && _playerScore >= 50)
                                 {
                                     premio.text = "Tu premio es: un bolso Huggies";
                                 }

                             }

                         }

                     }
                      

                 }
             }
             
             
         }

         panelWin.SetActive(true);
         score.SetActive(false);
         //time.SetActive(false);
         pausa.SetActive(false);






         if (panelWin == true)
         {
             Time.timeScale = 0;

         }

         
     }


 }

 public void DoARestart()
 {
     SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
 }

 public void Menu()
 {
     SceneManager.LoadScene("TitleScreen");
 }

 }


I dont have any errors on the console, would be very glad if anyone can help! Thanks!

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Answer by brunocoimbra · Oct 18, 2017 at 08:06 PM

You are looking for PlayerPrefs.Save().

https://docs.unity3d.com/ScriptReference/PlayerPrefs.Save.html

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Answer by MaxGuernseyIII · Oct 18, 2017 at 08:17 PM

Be afraid of using PlayerPrefs to store this kind of thing. I've found it to be unreliable and in the worst possible way: forces outside Unity's control can cause the preferences to be wiped out. If it were me, I'd think about saving data to persistentDataPath. You can use a JSON formatter, a binary formatter, format the data as XML (my personal favorite), or come up with your own custom format (an excellent choice for masochists).

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