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Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value.
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 following GetString function then uses the same `KeyName` variable to retrieve the value stored in the `PlayerPrefs` data.