// This function could be extended easily to handle any additional data we wanted to store in our PlayerProgress object
private void SavePlayerProgress()
{
// Save the value playerProgress.highestScore to PlayerPrefs, with a key of "highestScore"
PlayerPrefs.SetInt("highestScore", playerProgress.highestScore);
}
using UnityEngine;
using UnityEngine.UI;
public class PlayerPrefsDeleteAllExample : MonoBehaviour
{
string m_PlayerName;
void Start()
{
//Fetch the PlayerPref settings
SetText();
}
void SetText()
{
//Fetch name (string) from the PlayerPrefs (set these Playerprefs in another script). If no string exists, the default is "No Name"
m_PlayerName = PlayerPrefs.GetString("Name", "No Name");
}
void OnGUI()
{
//Fetch the PlayerPrefs settings and output them to the screen using Labels
GUI.Label(new Rect(50, 50, 200, 30), "Name : " + m_PlayerName);
}
}