Basic Saving and Loading in Unity with PlayerPrefs

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Playerprefs lets you save strings/floats/ints in key-value pairs, and is nice because it comes right out of the box with Unity without having to import any packages or do any extra work.

However, Playerprefs as a save system is very limited, and is not actually intended to store game data, but rather Player Preferences (hence the name) that you might find in, say, an options/settings menu.

With that said, its useful to know, and is actually an excellent use case for things like GameJams if you want to have a Save system running quickly and it doesn't need to be complex!

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#bmo #unity #tutorial
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We used this tutorial to make our first game "Rebound Out", just released on iOS and Android!

AndrewGieraltowski
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Great teacher, don't stop making these simple tutorials

globes
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Bmo’s blowing up 🔥 Congrats on 10k, well deserved man!

mandamoon
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Yay you making it. You explain stuff pretty well sir. Tysm for your videos. I ve learnt a lot last two weeks

heyreefes
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thanks, looking forward to the follow up

mike_b
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thanks for the video man, i love your channel, i feel very anxious about completing any game of any size and just watching good tutorials like this make me feel a little bit better, because it's not always about accomplishing but enjoying the ride, and i enjoy your videos

chicao.do.blender
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Thanks for the tutorial. This is quick and easy way.

unitynocode
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your content is just awesome, keep up the good work

regys
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Thank you so much this really helped me in a last minute situation for a game jam! I subscribed and liked

ungearedcoder
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Thanks alot really helped me in my project im making it was straight to the point.

thimenlabeeuw
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Nice tutorial, rlly easy to understand

glad_exe
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You can make a custom reader that would make this suitable for larger games

HyperS_LaunchedUpStudio
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I'm good to use this for keybinds/weapon loadout choices I'd assume right?

marcusfanning
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sir, can we use that in another reply if you've seen this

Irritate-lubt
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Is it a good idea to use a custom save system in conjunction with player prefs? That way you can keep the settings and other persistent player data separate from the core game data. That way the player prefs can persist even if the player creates new save files or loads previously created saves, and so they don't have to resubmit their settings when they make a new save file.

I've been trying to figure out how to make that work and I think using a normal encrypted save file in conjunction with player prefs for settings and other persistent data should work well, but wanted to ask if anyone knows of better alternatives, or if it's fine to just do it my way.

voidyll
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I have a question, how i can use PlayerPrefs to the code under the previous video ?

МикитаЛисенко-дк
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Trash tutorial, just didnt show anything from the project

Unbounded