Book Image

Mastering Unity 2D Game Development - Second Edition

By : Ashley Godbold, Simon Jackson
Book Image

Mastering Unity 2D Game Development - Second Edition

By: Ashley Godbold, Simon Jackson

Overview of this book

The Unity engine has revolutionized the gaming industry, by making it easier than ever for indie game developers to create quality games on a budget. Hobbyists and students can use this powerful engine to build 2D and 3D games, to play, distribute, and even sell for free! This book will help you master the 2D features available in Unity 5, by walking you through the development of a 2D RPG framework. With fully explained and detailed C# scripts, this book will show you how to create and program animations, a NPC conversation system, an inventory system, random RPG map battles, and full game menus. After your core game is complete, you'll learn how to add finishing touches like sound and music, monetization strategies, and splash screens. You’ll then be guided through the process of publishing and sharing your game on multiple platforms. After completing this book, you will have the necessary knowledge to develop, build, and deploy 2D games of any genre!
Table of Contents (20 chapters)
Mastering Unity 2D Game Development - Second Edition
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Working with settings


Saving data is always important, especially in games where you need to keep track of the player's progress or at the very least maintain a track record of scores, plays, and other important data.

Within Unity, there is only one method of storing data natively, and that is PlayerPrefs. It is very simple to use and very flexible, although it does have a hard limit of 1 MB of storage for the web player. It is possible to serialize data into PlayerPrefs (and some developers do this), but generally if you need to serialize, most developers build their own system.

Using PlayerPrefs

PlayerPrefs is simply a key dictionary to store individual variables as a key in the Unity runtime data store. On its own, it has to read each and every scene at runtime, which is why most games use a static class to keep the state stored in PlayerPrefs and only use it between scenes for scene-specific configuration.

Using PlayerPrefs is very easy and simple. The process is the same as any other dictionary...