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Question by thepianist · Nov 30, 2014 at 09:27 AM · playerprefsscenesapplication.loadlevelunity 4.5

PlayerPrefs Loading Scene wont work

I am trying to build a script that would save the last scene you were on but it looks like it doesn't work by any means.By saving the last scene i mean saving the progress and sending you to Map Scene which is like a mainmenu So i have a principal Map scene where you have to press on one specific collider to send you to a Map1,2,3 etc. So the game logic would look like this if press on collider for the first time - sends you to map1 In map1 if you kill all the zombies - sends you to Map If press on collider again- sends you to map2 In map2 if you kill all the zombies - sends you to Map And so on.. I attached a script to my Map Scene which is not working

 using UnityEngine;
  using System.Collections;
  
  public class DWP : MonoBehaviour {
      public static int zombiesdeaths;
      //private bool data = true;
      //private bool stergeKey = false;
  
      void Awake()
      {
          if(!PlayerPrefs.HasKey ("CurentMap"))
          {
              PlayerPrefs.SetInt ("CurentMap", 1);
  
          }
          zombiesdeaths = 9;
          Debug.Log ("Awake");
          //if(stergeKey == true)
          //    PlayerPrefs.DeleteAll ();
      }
  
  
      void OnMouseDown()
      {
          Debug.Log ("CLICK-UL MASII");
          StartCoroutine ("Downwoods");
          animation.Play ("testtouch");
          }
      IEnumerator Downwoods()
      {
          yield return new WaitForSeconds (2);
          if(PlayerPrefs.GetInt("CurentMap")==1)
          {
              zombiesdeaths=9;
          }
          if(PlayerPrefs.GetInt("CurentMap")==2)
          {
              zombiesdeaths=9;
          }
          if(PlayerPrefs.GetInt("CurentMap")==3)
          {
              zombiesdeaths=9;
          }
          print ("ienumerator");
          Application.LoadLevel("Map"+PlayerPrefs.GetInt("CurentMap").ToString());
      }
  }

And the Map1,Map2,Map3 Script function is the following:

 void Kill ()
      {
          DWP.zombiesdeaths--;
          Debug.Log (DWP.zombiesdeaths );
          if(DWP.zombiesdeaths<1)
          {
              //Time.timeScale = 0;
              Debug.Log("ADIO");
              PlayerPrefs.SetInt("CurentMap",PlayerPrefs.GetInt("CurentMap")+1);
              Application.LoadLevel("MapScene");
          }
          Destroy( gameObject );
  
      }

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Answer by MrSoad · Nov 30, 2014 at 11:10 AM

You are setting your "CurrentMap" player pref, but you never save it so it is not saved :

http://docs.unity3d.com/ScriptReference/PlayerPrefs.Save.html

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