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Question by Juozukas · Oct 06, 2017 at 12:54 PM · scripting problemgameobjectscript.

PlayerPrefs on duplicated GameObjects

Hey there,

I'm creating a game where you have many destroyable objects and the problem I'm having is saving their "state" when I exit the game. I managed to save the state of their "hp" but the thing is that when you destroy one, they're all disabled on next load. Heres the code

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class TerrainHealth : MonoBehaviour
 {
 
     
     public int rockMaxHealth;
     private int rockCurrentHealth;
     public int resAmount;
 
     public Animator anim;
 
     private void OnEnable()
     {
         rockCurrentHealth = PlayerPrefs.GetInt("Hp", 100);
     }
 
     public void Start()
     {
 
     }
 
 
     // Update is called once per frame
     void Update()
     {
 
 
         if (rockCurrentHealth <= 0)
         {
             gameObject.SetActive(false);
             GameController.instance.resources += resAmount;
             GameController.instance.Save();
             
         }
 
         
         PlayerPrefs.Save();
 
     }
 
     public void HurtRock(int damage)
     {
         rockCurrentHealth -= damage;
         PlayerPrefs.SetInt("Hp", rockCurrentHealth);
         PlayerPrefs.Save();
         print(PlayerPrefs.GetInt("Hp", rockCurrentHealth));
         
         anim.SetBool("Pressed", true);
 
     }
 
     public void SetMaxHealth()
     {
         rockCurrentHealth = rockMaxHealth;
     }
 
     public void TapppedFalse()
     {
         anim.SetBool("Pressed", false);
     }
 
     
 }

Just a note that all objects have the this same script attached to them.

I've read something about adding an unique ID but i'm struggling figuring out how you actually do it.

Thx in advance;)

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Answer by Juozukas · Oct 06, 2017 at 02:15 PM

Figured it myself, in PlayerPrefs.SetInt and PlayerPrefs.SetInt in addition to "Hp" value added gameobject.name.

 rockCurrentHealth = PlayerPrefs.GetInt("Hp"+gameObject.name, 100);
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Answer by PizzaPie · Oct 06, 2017 at 02:19 PM

Your problem is you create a single entry for all objects thus their state is similar. So you do need a Unique ID for each object.

 //...
 
 int DUID;           //Destoryable Unique Identifier
 
 //and to set the entries do something like this
 
 PlayerPrefs.SetInt("HP"+DUID.ToString(), rockCurrentHealth);

The tricky part is how you going to assign the ids and depends on how you place the objects in scene. That being just adding them on edit time/ instatiating them on runtime or both. Unfortunately Unity does not provide a method to do that, so you ll have to figure it out.

Also you shouldn't constantly manipulating the entries as you do in HurtRock method. Just do it once either if the object has got destroyed or in the event of Quit. Check out OnDestroy() , OnDisable() functions called by the Engine on associated events. Cheers hope that helps a bit!

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avatar image Juozukas · Oct 06, 2017 at 03:37 PM 0
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Yeah you're right, those entries might be manipulated way too much this way. Will check those functions, thx for the tips!

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