Returns true if the given key
exists in PlayerPrefs, otherwise returns false.
The following example demonstrates using PlayerPrefs.HasKey in a conditional statement. It prints one message to the console if the conditional statement returns true (if the key does exist in the `PlayerPrefs` data), and a different message if the conditional statement returns false (if the key does not exist in the `PlayerPrefs` data).
using UnityEngine;
public class Example : MonoBehaviour { public void HasKey(string KeyName) { if (PlayerPrefs.HasKey(KeyName)) { Debug.Log("The key " + KeyName + " exists"); } else Debug.Log("The key " + KeyName + " does not exist"); } }