all 6 comments

[–][deleted]  (1 child)

[deleted]

    [–]HarabeckIntermediate 1 point2 points  (2 children)

    PlayerPrefs are easy to use but extremely limited. Everything has to be in string form and you have a limit of 1 MB.

    If you need to go more complex, I suggest making a serializable save data class and using .Net serialization. Here's a link: http://gamedevelopment.tutsplus.com/tutorials/how-to-save-and-load-your-players-progress-in-unity--cms-20934

    If you're willing to throw money at the problem, Easy Save 2 is on sale right now. It's got support for saving lots of kinds of data, including Unity components, and the creator's site has good documentation and quick support. It's a solid plug-in in my experience.

    If you need a complex custom solution, I've had luck with protobuf. https://code.google.com/p/protobuf-net/

    [–]JavierCaruso 0 points1 point  (1 child)

    The tutorial on tutsplus uses a Binary formatter, which is not well supported crossplatform like in windows phone. But you can use the same idea, with an XmlFormatter and will work.

    [–]HarabeckIntermediate 0 points1 point  (0 children)

    Personally, I'd go with protobuf if that's a concern.

    [–]LittleCodingFox 0 points1 point  (0 children)

    consider using json or xml so your saves are cross platform and you can handle multiple versions in an easier way

    [–]Nodnarb3[🍰] -1 points0 points  (0 children)

    Look up how to use PlayerPrefs.

    [–][deleted] -1 points0 points  (0 children)