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save a int with playerprefs for one instance of a gameobject

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Hey i have several pieces of a grid, call them tiles. These tiles all share the same script: Tile.cs These pieces are prefabs that are instantiated so they arent active in the scene until Start() In Tile.cs we have a public int called "State" which indicates the state of the tile and it changes when the int changes (when its 0 its default). Lets say for example when i click on one of these tiles with a raycast i want to change the int of the gameobject to 1. When the tiles state is changed to 1 it will be marked. Now i want to save this change with PlayerPrefs. I have a save button in my game that will save all of the moves i made. And when i reload a certain scene these saved changes shall be loaded. However how do i save the int for just this gameobject that im accessing? I tried saving like this: void SaveTiles() { if (ui.isSaved) { PlayerPrefsX.SetVector3("currState" + tile_ID.ToString(), State); } } State is just a int that is at 0 when default: tile_ID is: private static int tile_ID; private static int thisTile_ID = 0; void Start () { tile_ID = thisTile_ID; thisTile_ID++; } So each tile get its own ID and i can use this to save individual keys for each tile when i do PlayerPrefs. ui.isSaved is a bool that indicates when i push the save button. I used the ID to save playerprefsX and save the vector3's of all the tiles too but this change doesnt make a difference since their position doesnt really change. I dont know if this is useless or necessary. Thanks for the help

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