Book Image

Learning Unity 2D Game Development by Example

By : Venita Pereira
Book Image

Learning Unity 2D Game Development by Example

By: Venita Pereira

Overview of this book

<p>If you are looking for a guide to create 2D games using Unity, look no further. With this book, you will learn all the essentials of 2D game development by creating five real-world games in a step-by-step manner throughout the course of this book.</p> <p>Starting with a blank scene, you will learn all about the new Unity 2D toolset, which will enable you to bring your scene to life. You will create characters, make them move, create some enemies, and then write code to destroy them. After figuring out all the necessities of creating a game, this book will then assist you in making several different games: games with collision, parallax scrolling, Box2D, and more.</p> <p>By the end of this book, you will not only have created several small games, but you will also have the opportunity to put all your new-found knowledge into creating and deploying a larger, full game.</p>
Table of Contents (17 chapters)
Learning Unity 2D Game Development by Example
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Saving and loading


As a player progresses through our games, we need to be able to store their progress values, whether they are their score, current level, health, ammunition, and so forth:

  1. To save this data, we make use of the Unity function PlayerPrefs.

  2. To store data, we use PlayerPrefs.Set followed by the data type we are using to store data. So, PlayerPrefs.SetInt is the function for an integer.

  3. We then provide the reference name of the value we are storing followed by the actual variable that we would like to store. The following line of code is an example:

    PlayerPrefs.SetInt("level", level);
  4. To retrieve and, therefore, load the stored data, we make use of PlayerPrefs.Get followed by the data type that we are loading, then the reference name, and lastly, we specify a value to assign should no existing data be saved.

    Thus, to load the level data, we use the following line of code:

    PlayerPrefs.GetInt("level", 1);

    Adding the second parameter is known as exception handling, whereby we respond...