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Unity Game Development Blueprints

You're reading from   Unity Game Development Blueprints Explore the various enticing features of Unity and learn how to develop awesome games

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Product type Paperback
Published in Nov 2014
Publisher
ISBN-13 9781783553655
Length 318 pages
Edition 1st Edition
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Author (1):
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John P. Doran John P. Doran
Author Profile Icon John P. Doran
John P. Doran
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Table of Contents (11) Chapters Close

Preface 1. 2D Twin-stick Shooter 2. Creating GUIs FREE CHAPTER 3. Side-scrolling Platformer 4. First Person Shooter Part 1 – Creating Exterior Environments 5. First Person Shooter Part 2 – Creating Interior Environments 6. First Person Shooter Part 3 – Implementing Gameplay and AI 7. Creating Save Files in Unity 8. Finishing Touches 9. Creating GUIs Part 2 – Unity's New GUI System Index

Saving a high score


To begin with, let's look at one of the simplest ways to save/load data for individual pieces of simple data using the PlayerPrefs class.

The PlayerPrefs class

The PlayerPrefs class allows us to store small amounts of data on the end user's machine. Using PlayerPrefs is a great way to save data for user levels, the coordinates of where enemies are, or a high score so that when the user comes back to the game, it shows the highest score achieved over the course of all games played.

When I say small amounts of data, on the WebPlayer you can store only 1 MB of data, but this is the only limitation aside from hard drive space as of this writing.

The PlayerPrefs class can store the following types: float, int, and string. There are two key functions for each of the types Get and Set with the type added afterward (GetFloat, SetString, and so on).

The Set functions

The Set functions take in two parameters: the first being a string and the second of the type you're trying to set. This...

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