It’s much easier to debug your saved data or create new save data for testing purposes when you can read and understand it, but, on the other hand, it’s easy for players to read and modify the data as well. That is, it’s easily understood by people and machines alike – which has both advantages and disadvantages. A determined user can overcome this limitation by converting their saved data into some format represented by one of these basic types, but I don’t recommend it since there are better tools to store your data. PlayerPrefs are relatively easy to implement and require only a few lines of code, but they only support Float, Int and String-type values, making it challenging to serialize large, complex objects. Because of their ease of access, they aren’t safe from users who wish to open and modify them, and they can be deleted by accident since they’re saved outside of the project and managed by your OS. The stored data is in simple key-value pairs. The exact location varies depending on your operating system, but it’s usually somewhere that’s globally accessible and managed by your OS. PlayerPrefs are stored somewhere on your device, separate from your project. You can use PlayerPrefs to store a player’s preferences between sessions, such as quality settings, audio volume or other non-essential data. However, they’re useful, so we’ll discuss them. PlayerPrefs are not made to save game states.
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