void SetupGameParams(ref Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams saveParams)
    {
        saveParams.userId  = 0;    // by passing a userId of 0 we use the default user that started the title
        saveParams.titleId = null; // by passing null we use the game's title id from the publishing settings

        //saveParams.sizeKiB = kSaveDataMaxSize / 1024;		// is this max size of the file or the folder ?
    }
    public bool SaveData()
    {
        //invoco il salvataggio
        //byte[] bytes = data.WriteToBuffer();

        //
        Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams slotParams = new Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams();

        SetupGameParams(ref slotParams);
        //
        slotParams.dirName  = "WTSaveDir"; // if we are autosaving we need to provide a directory 'slot' to save it in
        slotParams.title    = "WTSaveData";
        slotParams.newTitle = "";          // displayed in the box that can be selected to create a new savegame
        slotParams.subTitle = "WoodleTree save file";
        slotParams.detail   = "The save file for WoodleTree ";
        slotParams.iconPath = Application.streamingAssetsPath + "/SaveIcon.png";
        UnityEngine.PS4.PS4PlayerPrefs.SetTitleStrings(slotParams.title, slotParams.subTitle, slotParams.detail);
        //


        Debug.LogError("Saving Game... " + slotParams.title);
        Debug.LogError(" Directory: " + slotParams.dirName);

        // optionally we can configure the save so that if the disk is full we are able to display the NOSPACE_CONTINUABLE message
        slotParams.noSpaceSysMsg = Sony.PS4.SavedGame.SaveLoad.DialogSysmsgType.NOSPACE_CONTINUABLE;

        //

        /*PlayerPrefs.SetInt("punteggio", DataManager.playerData.punteggio);
         * PlayerPrefs.SetInt("punteggiolevel1", DataManager.playerData.punteggiolevel1);
         * PlayerPrefs.SetInt("punteggiolevel2", DataManager.playerData.punteggiolevel2);
         * PlayerPrefs.SetInt("punteggiolevel3", DataManager.playerData.punteggiolevel3);
         * PlayerPrefs.SetInt("punteggiolevel4", DataManager.playerData.punteggiolevel4);
         * PlayerPrefs.SetInt("punteggiolevel5", DataManager.playerData.punteggiolevel5);
         * PlayerPrefs.SetInt("punteggiolevel6", DataManager.playerData.punteggiolevel6);
         * PlayerPrefs.SetInt("punteggiolevel7", DataManager.playerData.punteggiolevel7);
         * PlayerPrefs.SetInt("saltolivello6", DataManager.playerData.saltolivello6);
         * PlayerPrefs.SetInt("attivalevel3_3", DataManager.playerData.attivalevel3_3);
         * PlayerPrefs.SetInt("attivalevel4_3", DataManager.playerData.attivalevel4_3);
         * PlayerPrefs.SetInt("attivalevel5_3", DataManager.playerData.attivalevel5_3);
         * PlayerPrefs.SetInt("achievementprimolivello", DataManager.playerData.achievementprimolivello);
         * PlayerPrefs.SetInt("giocofinito", DataManager.playerData.giocofinito);
         * PlayerPrefs.SetInt("achievementbeaver", DataManager.playerData.achievementbeaver);*/

        //
        PlayerPrefs.Save();

        //
        Debug.LogError("SAVED");

        return(true);
        //return Sony.PS4.SavedGame.SaveLoad.SaveGame(bytes, slotParams, true);

        ////--------
    }
    public void LoadData()
    {
        Debug.LogError("Loading Game ...");
        Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams slotParams = new Sony.PS4.SavedGame.SaveLoad.SavedGameSlotParams();
        //
        if (slotParams == null)
        {
            Debug.LogError("SLOTPARAMS call failed !!!!");
        }
        //
        SetupGameParams(ref slotParams);
        //
        slotParams.dirName  = "WTSaveDir"; // if we are autosaving we need to provide a directory 'slot' to save it in
        slotParams.title    = "WTSaveData";
        slotParams.newTitle = "";          // displayed in the box that can be selected to create a new savegame
        slotParams.subTitle = "WoodleTree save file";
        slotParams.detail   = "The save file for WoodleTree ";
        slotParams.iconPath = Application.streamingAssetsPath + "/SaveIcon.png";
        Debug.LogError("Set playerprefs ...");
        UnityEngine.PS4.PS4PlayerPrefs.SetTitleStrings(slotParams.title, slotParams.subTitle, slotParams.detail);

        //

        /*DataManager.playerData.punteggio = PlayerPrefs.GetInt("punteggio");
         * DataManager.playerData.punteggiolevel1 = PlayerPrefs.GetInt("punteggiolevel1");
         * DataManager.playerData.punteggiolevel2 = PlayerPrefs.GetInt("punteggiolevel2");
         * DataManager.playerData.punteggiolevel3 = PlayerPrefs.GetInt("punteggiolevel3");
         * DataManager.playerData.punteggiolevel4 = PlayerPrefs.GetInt("punteggiolevel4");
         * DataManager.playerData.punteggiolevel5 = PlayerPrefs.GetInt("punteggiolevel5");
         * DataManager.playerData.punteggiolevel6 = PlayerPrefs.GetInt("punteggiolevel6");
         * DataManager.playerData.punteggiolevel7 = PlayerPrefs.GetInt("punteggiolevel7");
         * DataManager.playerData.saltolivello6 = PlayerPrefs.GetInt("saltolivello6");
         * DataManager.playerData.attivalevel3_3 = PlayerPrefs.GetInt("attivalevel3_3");
         * DataManager.playerData.attivalevel4_3 = PlayerPrefs.GetInt("attivalevel4_3");
         * DataManager.playerData.attivalevel5_3 = PlayerPrefs.GetInt("attivalevel5_3");
         * DataManager.playerData.achievementprimolivello = PlayerPrefs.GetInt("achievementprimolivello");
         * DataManager.playerData.giocofinito = PlayerPrefs.GetInt("giocofinito");
         * DataManager.playerData.achievementbeaver = PlayerPrefs.GetInt("achievementbeaver");*/
    }