// This function could be extended easily to handle any additional data we wanted to store in our PlayerProgress objectprivatevoidSavePlayerProgress() {// Save the value playerProgress.highestScore to PlayerPrefs, with a key of "highestScore"PlayerPrefs.SetInt("highestScore",playerProgress.highestScore); }
using UnityEngine;using UnityEngine.UI;publicclassPlayerPrefsDeleteAllExample : MonoBehaviour{ string m_PlayerName;voidStart() {//Fetch the PlayerPref settingsSetText(); }voidSetText() {//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"); }voidOnGUI() {//Fetch the PlayerPrefs settings and output them to the screen using LabelsGUI.Label(newRect(50,50,200,30),"Name : "+ m_PlayerName); }}