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Question by Mandals · May 24, 2018 at 11:49 PM · scripting problem

Why are my keybinds not saving?

I can't figure out why my keybinds aren't loading when I relaunch my game after saving them. I can see the playerprefs keybinds have saved inside the registry. I feel like I'm accidentally setting the keybinds back to default and it's not reading what I saved previously.

CODE:

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

public class KeyBindScript : MonoBehaviour { private Dictionary keys = new Dictionary (); private GameObject currentKey;

 private Color32 normal = new Color32(39, 171, 249, 255);
 private Color32 selected = new Color32(239, 116, 36, 255);
 public Text forward, backward, strafeL, strafeR, jump;

 void Start()
 {
     keys.Add("Forward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Forward", "W")));
     keys.Add("Backward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Backward", "S")));
     keys.Add("StrafeL", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("StrafeL", "A")));
     keys.Add("StrafeR", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("StrafeR", "D")));
     keys.Add("Jump", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Jump", "Space")));

     forward.text = keys["Forward"].ToString();
     backward.text = keys["Backward"].ToString();
     strafeL.text = keys["StrafeL"].ToString();
     strafeR.text = keys["StrafeR"].ToString();
     jump.text = keys["Jump"].ToString();
 }

 public void OnGUI()
 {
     if (currentKey != null)
     {
         Event e = Event.current;
         if (e.isKey)
         {
             keys[currentKey.name] = e.keyCode;
             currentKey.transform.GetChild(0).GetComponent<Text>().text = e.keyCode.ToString();
             currentKey.GetComponent<Image>().color = normal;
             currentKey = null;
         }
     }
 }

 public void ChangeKey(GameObject clicked)
 {
     if (currentKey != null)
     {
         currentKey.GetComponent<Image>().color = normal;
     }
     currentKey = clicked;
     currentKey.GetComponent<Image>().color = selected;
 }

 public void SaveKeys()
 {
     foreach (var key in keys)
     {
         PlayerPrefs.SetString(key.Key, key.Value.ToString());
     }

     PlayerPrefs.Save();
     Debug.Log("Player Prefs have saved.");
 }

 public void DefaultKeys()
 {
     PlayerPrefs.DeleteAll();
     Debug.Log("Playerprefs have been deleted.");
 }

}

btnApply has an On Click () set to Runtime Only KeyBindScript.SaveKeys KeyBindManager

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Answer by browne11 · May 25, 2018 at 02:30 AM

I'm not sure how you're even running that code. Dictionaries must be declared somewhere.

Try removing the default values:

 keys.Add("Forward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Forward")));

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Answer by Mandals · May 25, 2018 at 04:56 PM

I figured it out.

Instead of referencing the button I was referencing the text on the button, so the keybinds would just default.

Incorrect: keys.Add("Forward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Forward", "W"))); Corrected: keys.Add("Forward", (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("btnForward", "W")));

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