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Sets the float value of the preference identified by the given key. You can use PlayerPrefs.GetFloat to retrieve this value. SetInt, Sets a single integer value ...
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Returns the value corresponding to key in the preference file if it exists. If it doesn't exist, PlayerPrefs.GetInt will return defaultValue . //Use this script ...
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Declaration. public static void SetInt(string key, int value);. Description. Sets a single integer value for the preference identified by the given key.
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Feb 24, 2021 · Writes all modified preferences to disk. SetFloat, Sets the value of the preference identified by key. SetInt, Sets the value of the preference ...
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Nov 18, 2022 · Sets a single integer value for the preference identified by the given key. You can use PlayerPrefs.GetInt to retrieve this value. SetString ...
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Jun 1, 2019 · GetInt(name_key); gets the value which was previously saved with SetInt function, and sets it back to value. So when you want to save your score ...
Saves all modified preferences. Unity saves preferences automatically during OnApplicationQuit(). On the Universal Windows Platform, Unity writes preferences ...
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Apr 18, 2018 · I have a question about whether or not HasKey is even needed with GetInt. I have read all the posts about this but none answered this ...
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Returns the value corresponding to key in the preference file if it exists. If it doesn't exist, it will return defaultValue . print (PlayerPrefs.
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Jun 13, 2015 · Hi everyone, I would like to save in PlayerPrefs the time my game has been launched by the user. Is there any function to do it ?
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