Do give me any suggestions for upcoming videos you'd like to see! I hope everyone is safe and well! :) Patreon: www.patreon.com/SpeedTutor Join the Community Discord: discord.gg/vnhWy6R Check out my FREE Assets here: bit.ly/381ybzt
As a noob I found the other tutorials on this subject totally mystifying. Thanks to this tutorial, I have a simple working save system in my game. Thank you!!!
I learn in a very particular myself and find it easy to break the idea down into exactly what you'd actually use without any extra fluff. I'm glad you found this useful! Good luck with your game! :)
PlayerPrefs does work but it has very limited saving capacity for full games. I recommend looking into do not destroy functionality and save data through scriptable objects and libraries. but for a quick result for a small game absolutely - go nuts with this method.
would you say i could use this for lets say the player has health on him, weapons, a upgrade ui that had 1 skill point spent , and a store where he can upgrade his weapons. would it save all that?
I wouldn't say that is recommended because Player prefs isn't very quick and not very secure either. Anyone could find the data and edit it. It would be better using a different solution, like EasySave for instance :)
@@SpeedTutor Sounds good. I was also thinking for the option to turn post processing on and off but the main menu will be in a different scene from the main game do you have any suggestions.
Just make a persistent empty gameobject with the fonction DontDestroyOnLoad(your object) and find this object by the name of the script to check if the post processing needs to be on or off
I wouldn't recommend saving your inventory with playerprefs unless it's a very small amount of content. Better to have a specific save system for that. :)
I'm working on a main menu system and i wanted to make the player be on game screen. And when the mouse is dragged it pan around him. Could you pls do a tutorial on that.
You could do that by just placing the player in the background and have your mouse control camera rotation around the object. Make sure your camera is using "LookAt" on the character.
@@SpeedTutor So I could use the "if (Input.GetMouseButtonDown(0))" method and have it set active the script for the rotation and : "else if (Input.GetMouseButtonUp(0))" method to turn it back off.
I wouldn't advise saving lots of data into player prefs (Not saying you can't) but it isn't always efficient. I'd recommend one of the saving systems on the Unity store if you're serious about it! :)
@@SpeedTutor Thanks for reply! And because I am pretty new to Unity (learn about half year),I have research on youtube for hours,and found a lot of ways to create a saving system,but still don't know how to do it correctly. For now I may try to use Json to save my data, or like you said , use one of the saving systems that's already been create on asset store.
How would you do this with the character Controller script? More specifically cause when I load in the old level my character loads at 000 or just not where it was saved. I'd like your help cause I'm having a hell of a time fixing it
Yes I believe so, the problem is the position gets saved but because characterController has its own way of player position it just defaults to 0 0 0 in world space when I call playerprefs.getint.. when I first start up the game from no saved data I load in the player prefab and then place him at start position in a start function. When I go into a level and beat it I start at that same start position when I want to start at the level entrance but I just go back to start position. When I use playerprefs it gives me weird results like spawning at 0 0 0 or at best player position. I'd be willing to send you the project so you can look at it yourself but you'd have to let me know this issue has been a thing for 5 months now and idk what to do to fix it anymore. Thank you for your reply
Do give me any suggestions for upcoming videos you'd like to see! I hope everyone is safe and well! :)
Patreon: www.patreon.com/SpeedTutor
Join the Community Discord: discord.gg/vnhWy6R
Check out my FREE Assets here: bit.ly/381ybzt
hiiii im 12 i learn so much from your tutors in unity im a content creator in training thanksnto you ;))
As a noob I found the other tutorials on this subject totally mystifying. Thanks to this tutorial, I have a simple working save system in my game. Thank you!!!
I learn in a very particular myself and find it easy to break the idea down into exactly what you'd actually use without any extra fluff. I'm glad you found this useful! Good luck with your game! :)
Thanks this is so well explained & the best tutorial I have seen in ages. I now have a great save system even added a clear save option too.
Oh amazing, thanks for checking this out! :) How did you find me? :)
I was looking up Unity save methods
Awesome, good luck! :)
Just to add after creating a build the 1st level for some reason automatically becomes saved even if I reset before build, is there a way around this?
Thank you so much! This is by FAR the best tutorial I have seen - it really works!! Thanks!
Amazing! Thanks for checking this out! :D
thanks, this seems a lot more approachable than those tutorials that last over an hour 😄
Haha, I'm glad you think so! :D Hope to see you again, my friend!
very cool tutorial im planing to make another big project that is not a runner and saving system is very needed.
wish me luck!
Haha, best of luck my dude! I believe in you.
thanks, worked and learned how to use it.
I'm glad you found it useful! :)
i never clicked so fast beforw
Thanks man! :)
Bro thank you so much
That's no problem at all, my friend! I'm glad I could be of service! :D
PlayerPrefs does work but it has very limited saving capacity for full games. I recommend looking into do not destroy functionality and save data through scriptable objects and libraries. but for a quick result for a small game absolutely - go nuts with this method.
This is why I only use it as a simple solution to a simple problem but thanks for your input! :)
very helpful. Thanks
That's no worries at all! Thanks for watching. :)
How exactly do I incorporate this into the Main Menu you provide via your patreon?
would you say i could use this for lets say the player has health on him, weapons, a upgrade ui that had 1 skill point spent , and a store where he can upgrade his weapons. would it save all that?
I wouldn't say that is recommended because Player prefs isn't very quick and not very secure either. Anyone could find the data and edit it. It would be better using a different solution, like EasySave for instance :)
@@SpeedTutor thank you will check in to that one.
Great video as usual. Could you do a tutorial on how to create a menu where you can change a games graphics options?
I do have my free menu system which has these features! But I will be doing this! :)
@@SpeedTutor Sounds good. I was also thinking for the option to turn post processing on and off but the main menu will be in a different scene from the main game do you have any suggestions.
Just make a persistent empty gameobject with the fonction DontDestroyOnLoad(your object) and find this object by the name of the script to check if the post processing needs to be on or off
I know this video is two and a half years old, but how would you be able to load an additive scene?
Is there a way to save inventory too using this same method?
I wouldn't recommend saving your inventory with playerprefs unless it's a very small amount of content. Better to have a specific save system for that. :)
Can you implement this into your main menu asset?
It's already part of my main menu asset :)
Gonna try this out with checkpoints instead of loading a game
Good to hear it! :)
Great thnx
You're very welcome! :)
I'm working on a main menu system and i wanted to make the player be on game screen. And when the mouse is dragged it pan around him. Could you pls do a tutorial on that.
You could do that by just placing the player in the background and have your mouse control camera rotation around the object. Make sure your camera is using "LookAt" on the character.
@@SpeedTutor So I could use the "if (Input.GetMouseButtonDown(0))" method and have it set active the script for the rotation and : "else if (Input.GetMouseButtonUp(0))" method to turn it back off.
@@SpeedTutor Followed your advice and it worked perfectly
Fantastic news! :)
@@SpeedTutor th-cam.com/video/YDT3d4Mj384/w-d-xo.html
Nice thanks ! :)
Thanks for checking it out, Ray! :)
@@SpeedTutor Thanks for keep uploading nice stuff and do good things for this world :)
It work for moltiple scene or just one
What do you mean?
does this also save the actions you have done in the scene? like destroying the cube?
Only if you choose to save that yourself. :)
@@SpeedTutor How do you do that?
Hello,Sir. my game has inventory items and player profile data need to store,would you recommand using PlayerPref to save the these kind of data?
I wouldn't advise saving lots of data into player prefs (Not saying you can't) but it isn't always efficient. I'd recommend one of the saving systems on the Unity store if you're serious about it! :)
@@SpeedTutor Thanks for reply! And because I am pretty new to Unity (learn about half year),I have research on youtube for hours,and found a lot of ways to create a saving system,but still don't know how to do it correctly. For now I may try to use Json to save my data, or like you said , use one of the saving systems that's already been create on asset store.
How do you make this work for me it is not saving?
Do you have any errors?
@@SpeedTutor No I fixed it I wrote one letter small case that's why it was not working. Thanks!
@@SpeedTutor I tried this today and it is not working?
Now It worked!
How would you do this with the character Controller script? More specifically cause when I load in the old level my character loads at 000 or just not where it was saved. I'd like your help cause I'm having a hell of a time fixing it
Are you save the exact position of the controller and then transforming it at the start?
Yes I believe so, the problem is the position gets saved but because characterController has its own way of player position it just defaults to 0 0 0 in world space when I call playerprefs.getint.. when I first start up the game from no saved data I load in the player prefab and then place him at start position in a start function. When I go into a level and beat it I start at that same start position when I want to start at the level entrance but I just go back to start position. When I use playerprefs it gives me weird results like spawning at 0 0 0 or at best player position. I'd be willing to send you the project so you can look at it yourself but you'd have to let me know this issue has been a thing for 5 months now and idk what to do to fix it anymore.
Thank you for your reply
@@SpeedTutor sorry I don't know how to look at comments to me so I just saw this.
can you make tutorial about rumble feedback /vibration please :(
I'll see what I can do! :)
@@SpeedTutor thank you very much !
Good job. Can we get video on the saving data using json file and within unity binay file one. Hoping to see soon
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