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Mastering Unity 2017 Game Development with C#

You're reading from   Mastering Unity 2017 Game Development with C# Create professional games with solid gameplay features and professional-grade workflow

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Product type Paperback
Published in Oct 2017
Publisher
ISBN-13 9781788479837
Length 568 pages
Edition 2nd Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (9) Chapters Close

Preface 1. Preparation and Asset Configuring FREE CHAPTER 2. Level Design and Structure 3. Player Controls - Movement 4. Player Controls - Typing and Health 5. Enemies and Artificial Intelligence 6. Project Management and Version Control 7. Persistent Data - Load and Save Game States 8. Performance, Optimization, Mobiles, and More

Player preferences - saving data

For Dead Keys, the player progresses through a sequence of levels, one after another. Upon reaching the end of one level, the next begins. As the player moves from level to level, their progress should be saved so that the most recent player can easily resume their progress from the highest attained level on their next play session. To achieve this, we need to use only the PlayerPrefs class for storing the highest attained level. Progress cannot be resumed within a level, that is, the player may resume play from the highest attained level, but always from the beginning of that level.

As we'll see later in this chapter, the PlayerPrefs class is all we'll need for saving and loading user data in Dead Keys. This makes our persistent data needs very simple. Nevertheless, we'll cover a range of data storage solutions here, for games of...
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