Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Unity 2D Game  Development

You're reading from   Mastering Unity 2D Game Development Using Unity 5 to develop a retro RPG

Arrow left icon
Product type Paperback
Published in Oct 2016
Publisher Packt
ISBN-13 9781786463456
Length 506 pages
Edition 2nd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Simon Jackson Simon Jackson
Author Profile Icon Simon Jackson
Simon Jackson
Dr. Ashley Godbold Dr. Ashley Godbold
Author Profile Icon Dr. Ashley Godbold
Dr. Ashley Godbold
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Overview 2. Building Your Project and Character FREE CHAPTER 3. Getting Animated 4. The Town View 5. Working with Unitys UI System 6. NPCs and Interactions 7. The World Map 8. Encountering Enemies and Running Away 9. Getting Ready to Fight 10. The Battle Begins 11. Shopping for Items 12. Sound and Music 13. Putting a Bow on It 14. Deployment and Beyond

Working with settings

Saving data is always important, especially in games where you need to keep track of the player's progress or at the very least maintain a track record of scores, plays, and other important data.

Within Unity, there is only one method of storing data natively, and that is PlayerPrefs. It is very simple to use and very flexible, although it does have a hard limit of 1 MB of storage for the web player. It is possible to serialize data into PlayerPrefs (and some developers do this), but generally if you need to serialize, most developers build their own system.

Using PlayerPrefs

PlayerPrefs is simply a key dictionary to store individual variables as a key in the Unity runtime data store. On its own, it has to read each and every scene at runtime, which is why most games use a static class to keep the state stored in PlayerPrefs and only use it between scenes for scene-specific configuration.

Using PlayerPrefs is very easy and simple. The process is the same as any other...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image