• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Alextrew · May 14, 2014 at 02:06 PM · playerprefssaveloadloading

Saving boolean values using PlayerPrefs

I can't get my "riflepickup" boolean value to save/load using PlayerPrefs

could someone please take a look at my script and see if they can figure out the source of the problem? I really need help as I am completely clueless

cheers

 #pragma strict
 var player : Transform;
 var x : float;
 var y : float;
 var z : float;
 var riflepickup : boolean;
 
 
 function Start () {
 var weaponobj = GameObject.Find("shooting reference");
 var weapon = weaponobj.GetComponent(weaponscript);
  
  //if(PlayerPrefs.HasKey("x") && PlayerPrefs.HasKey("y") && PlayerPrefs.HasKey("z") ) {
  
  //load player position
  
  x = PlayerPrefs.GetFloat("x");
  y = PlayerPrefs.GetFloat("y");
  z = PlayerPrefs.GetFloat("z");
  
  
  
  player.position.x = x;
  player.position.y = y;
  player.position.z = z;
  
  //load rifle pickup true/false
  
  riflepickup = PlayerPrefs.GetInt("riflepickup") > 0;
  
  
  
  //}
 }
  
 function OnTriggerEnter (col: Collider) {
 var weaponobj = GameObject.Find("shooting reference");
 var weapon = weaponobj.GetComponent(weaponscript);
  
  if(col.tag == "Player")
  {
   
   riflepickup = weapon.riflepickup;
   PlayerPrefs.SetInt("riflepickup", weapon.riflepickup ? 1:0);
   PlayerPrefs.Save();
   
   x = player.position.x;
   PlayerPrefs.SetFloat("x", x);
  
   y = player.position.y;
   PlayerPrefs.SetFloat("y", y);
  
   z = player.position.z;
   PlayerPrefs.SetFloat("z", z);
   Debug.Log ("saved");
   }
  
 }
 
Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sisso · May 14, 2014 at 02:32 PM 0
Share

Appear to be ok, you need to debug.

Add some Debug.Log(PlayerPrefs.GetInt("rifle pickup")) before get and set player prefs. And confirm in register that it was correctly updated.

avatar image ThePunisher · May 14, 2014 at 05:06 PM 0
Share

You didn't tell us what problem you are seeing. You simply said it doesn't work. What are you seeing happen?

avatar image Eric5h5 · May 14, 2014 at 05:43 PM 2
Share

Use this; it's the same idea for saving booleans, but having SetBool/GetBool makes the code more clear. Also get rid of the x/y/z variables since you don't need them. Just save player.position.x etc. directly, or better yet use Set/GetVector3 from ArrayPrefs2.

avatar image Alextrew · May 19, 2014 at 06:46 PM 0
Share

@thepunisher it is saying that it cannot convert the int to a boolean value.

cheers guys

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Tanshaydar · May 19, 2014 at 08:09 PM

 riflepickup = PlayerPrefs.GetInt("riflepickup") > 0;

Instead of this, use this:

 riflepickup = ( PlayerPrefs.GetInt("riflepickup") == 1);
Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Eric5h5 · May 19, 2014 at 10:45 PM 0
Share

That wouldn't make any difference at all.

avatar image Tanshaydar · May 20, 2014 at 08:00 AM 0
Share

Did you try and talk? Or are you just talking theoretically?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

24 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Saving and loading game with PlayerPrefs 1 Answer

Loading error when using PlayerPrefs.GetInt with WebPlayer 2 Answers

PlayerPrefs 2 Answers

PlayerPrefs don't load again after Android game closes for the first time. 1 Answer

Save & Load Game question 3 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges