// Use this for initialization void Start() { //set values for IntArray at startup IntArray = new int[] { 1, 2, 3, 4, 5 }; //set values for StringArray at startup StringArray = new string[] { "abc", "bcd" }; //set values for FloatArray at startup FloatArray = new float[] { 0.1f, 100, Random.Range(-10.0f, 10.0f) }; // save it PlayerPrefsElite.SetIntArray("IntArray", IntArray); PlayerPrefsElite.SetStringArray("StringArray", StringArray); PlayerPrefsElite.SetFloatArray("FloatArray", FloatArray); //now verify and read from PlayerPrefs if (PlayerPrefsElite.VerifyArray("IntArray")) { testIntArray = PlayerPrefsElite.GetIntArray("IntArray"); Debug.Log("IntArray return true"); } if (PlayerPrefsElite.VerifyArray("StringArray")) { testStringArray = PlayerPrefsElite.GetStringArray("StringArray"); Debug.Log("StringArray return true"); } if (PlayerPrefsElite.VerifyArray("FloatArray")) { testFloatArray = PlayerPrefsElite.GetFloatArray("FloatArray"); Debug.Log("FloatArray return true"); } }
// Use this for initialization void Start() { // add an new item to the end of the myArrayList myArrayList.Add("sometext"); // save it PlayerPrefsElite.SetStringArray("myArrayList", myArrayList); //now verify and read from PlayerPrefs if (PlayerPrefsElite.VerifyArray("myArrayList")) { // Assign the myArrayList from player preferences to myOtherArrayList ArrayList myOtherArrayList = new ArrayList(PlayerPrefsElite.GetStringArray("myArrayList")); // log Debug.Log("myArrayList return true, myOtherArrayList now contained " + myOtherArrayList.Count + " number of elements and retrieve \"" + myOtherArrayList[0] + "\" from myOtherArrayList[0]"); } }