Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value.
Keep the value at 2 KB or smaller. To store larger amounts of data, write them to a file in Application.persistentDataPath
.
The following example passes the KeyName
and Value
variables to a function called SetString
. The function uses the KeyName
variable in PlayerPrefs.SetString
as an identifier, and Value
as the contents to store. For example, you could use PlayerPrefs.SetString
to store the user’s name, like this: PlayerPrefs.SetString(“CharacterName”, “James”)
The GetString
function then uses the same KeyName
variable to retrieve the value stored in the PlayerPrefs
data.
using UnityEngine;
public class Example : MonoBehaviour { public void SetString(string KeyName, string Value) { PlayerPrefs.SetString(KeyName, Value); }
public string GetString(string KeyName) { return PlayerPrefs.GetString(KeyName); } }