Video tutorial : https://youtu.be/wqRYdFcfiVw
Unity PlayerPrefsExtra gives you the ability to save more complexe data types such as : Vectors, Bool, Colors, Lists, ... and it uses the Unity's PlayerPrefs under the hood.
Use the same syntaxe as PlayerPrefs.
//Load bool b = PlayerPrefsExtra.GetBool("mybool", false); //Update (flip value) b = !b; //Save PlayerPrefsExtra.SetBool("mybool", b);
//Load Vector2 v = PlayerPrefsExtra.GetVector2("myV2", Vector2.zero); //Update v+=Vector2.one; //Save PlayerPrefsExtra.SetVector2("myV2", v);
// Get color Color c = PlayerPrefsExtra.GetColor("Col"); // Set color PlayerPrefsExtra.SetColor("Col", Color.red);
// Get Quaternion Quaternion qua = PlayerPrefsExtra.GetQuaternion("q"); //Set Quaternion PlayerPrefsExtra.SetQuaternion("q", qua);
// Get List List<float> list = PlayerPrefsExtra.GetList<float>("myList", new List<float>()); // Add data to List list.Add(Random.Range(100,900); // Save List PlayerPrefsExtra.SetList("myList", list);
//Class [System.Serializable] public class Shape{ public int totalPoints = 3; public float strokeWidth = 0f; public List<Vector3> points = new List<Vector3>(); }
// Get object Shape s = PlayerPrefsExtra.GetObject<Shape>("myShape", new Shape()); // Update object data s.strokeWidth++; s.points.Add(Vector3.one*Random.Range(0f,3f)); // Save object PlayerPrefsExtra.SetObject("myShape", s);
use PlayerPrefs instead of PlayerPrefsExtra
PlayerPrefs.DeleteAll();
use PlayerPrefs instead of PlayerPrefsExtra
PlayerPrefs.DeleteKey("Key");
use PlayerPrefs instead of PlayerPrefsExtra
PlayerPrefs.HasKey("Key");