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Question by KenanTheFab · Mar 08, 2019 at 07:15 PM · savetriggersonceitem pickup

Making a function only happen once in the entire game.

Hello! I figure the best way to do this is simply to define things and save it in a file if it is enabled or not, but I was wondering if there is a better way to do things?

Heres my scenario:

I have an object which gives the player an Item (Let us call it ItemA) and I want it to only give it once, easy enough, only trigger it once then disable the script component that gave the item.

But when restarting the game, the trigger/object/script would obviously be enabled again.

I was just wondering, is there a good way to keep track of this or should I simply just put the "use" information in a file and call it to check whether to disable or enable an object?

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Answer by ShadyProductions · Mar 08, 2019 at 08:45 PM

You can use PlayerPrefs to save data.

 PlayerPrefs.SetString("itemGiven", "true");

you can then use PlayerPrefs.GetString("itemGiven") == "true" to check if it has been set already.

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

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avatar image KenanTheFab · Mar 08, 2019 at 09:40 PM 0
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I suppose files were indeed the way then. Though I do save things via Json ins$$anonymous$$d of playerprefs unless they are control related and... well, preferences.

avatar image Masterio · Mar 10, 2019 at 09:38 AM 0
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Dont forget about the encode this:D Because player can edit this value in easy way ;)

avatar image KenanTheFab Masterio · Mar 10, 2019 at 09:54 AM 0
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Haha I am not too worried about it, everything is turned into 0s and 1s in an array, so I don't think they'll be able to figure out which is what

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