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Question by Yonisit · Oct 05, 2018 at 10:27 AM · unity 5playerprefsdataunity 4.6

Pretty complicated

So, hi there! :), I am trying to have a car game, which everyone can buy cars, (and I save that data at playerprefs), So I have 9 trails for the cars in my game, I am trying to have a code which when you press a button, the car&the trail of the car will show up, and the next button next to it, will be interactable & to save that data so when people restart the game, they will still have the car&trail open and wont be needing to press the button again, here's my code: , please tell me what I'm doing wrong / help me to fix it Thanks!: ) using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class GameManager : MonoBehaviour { public Button[] TrailLevel; public GameObject[] Cars,Trails; public Text text; public int CurrentCarToSpawn=0; private void Start() {

 }
 private void FixedUpdate()
 {
     UpdateCar();
 }
 public void InstantiateCar()
 {
     TrailLevel[CurrentCarToSpawn].gameObject.active = false;
     MineLevel[CurrentCarToSpawn+1].interactable = true;
     PlayerPrefs.SetInt("TrailCountA", PlayerPrefs.GetInt("TrailCountA") + 1);
     PlayerPrefs.Save();
     CurrentCarToSpawn++;
     UpdateCar();
 }
 void UpdateCar()
 {
     int TrailCountA= PlayerPrefs.GetInt("TrailCountA", 1);
     for (int i = 0; i < TrailLevel.Length; i++)
     {
         if (i + 1 > TrailCountA)
         {
             TrailLevel[i].interactable = false;
         }
         if (TrailLevel[i].interactable)
         {
             Trains[CurrentCarToSpawn].gameObject.active = true;
             Mines[CurrentCarToSpawn].gameObject.active = true;
         }
     }
     text.text = PlayerPrefs.GetInt("TrailCountA").ToString();
 }

}

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