Convert my playerpref back to obj

[111463-desktop-2-17-2018-3-45-00-am-847.jpg*_|111463]So i have it set up to save my objects with the positions to player pref but i need help converting it from string it saves as back to object and transform.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ItemDB : MonoBehaviour {

    public bool save;
    public bool load;

    public GameObject[] ItemPrefabs;
    public GameObject[] TerrianDB;
    public GameObject[] ObjsDB;
    public Vector3[] ObjPos;
    public string[] saved;
    public string[] savedname;
    public string[] savedpos;
    public int savedlength;
    // Use this for initialization
    void Start() {

    }

    // Update is called once per frame
    void Update()
    {
        TerrianDB = GameObject.FindGameObjectsWithTag("TerrianObj");
        ObjsDB = GameObject.FindGameObjectsWithTag("Obj");
        ObjPos = new Vector3[ObjsDB.Length];


        for (int i = 0; i < ObjsDB.Length; i++)
        {
            ObjPos _= ObjsDB*.transform.position;*_

}
if (load)
{
LoadDB();
}
if (save)
{
SaveDB();
}
}

void LoadDB()
{
savedlength = PlayerPrefs.GetInt(“Num”);
saved = new string[savedlength];
savedname = new string[savedlength];
savedpos = new string[savedlength];
for (int i = 0; i < savedlength; i++)
{
saved = PlayerPrefs.GetString(“Data” + i.ToString());
savedname = PlayerPrefs.GetString(“Data1” + i.ToString());
savedpos = PlayerPrefs.GetString(“Data2” + i.ToString());
}
Spawn();
load = false;
}

void Spawn()
{

}

void SaveDB()
{
saved = new string[ObjsDB.Length];
savedname = new string[ObjsDB.Length];
savedpos = new string[ObjsDB.Length];
PlayerPrefs.SetInt(“Num”, ObjsDB.Length);

for (int i = 0; i < ObjsDB.Length; i++)
{
PlayerPrefs.SetString(“Data” + i.ToString(), ObjsDB_.name + “:” + ObjPos*.ToString());_
_PlayerPrefs.SetString(“Data1” + i.ToString(), ObjsDB.name);_
_PlayerPrefs.SetString(“Data2” + i.ToString(), ObjPos.ToString());
}
save = false;
}
}

So after trail and lots of Errors i figured out how do it with out having make separate database.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ItemDB : MonoBehaviour {

    public bool save;
    public bool load;

    public GameObject[] ItemPrefabs;
    public GameObject[] TerrianDB;
    public GameObject[] ObjsDB;
    public Vector3[] ObjPos;
    public string[] saved;
    public string[] savedname;
    public Vector3[] savedvec;
    public GameObject[] spawnobj;
    public int savedlength;

    // Use this for initialization
    void Start() {

    }

    // Update is called once per frame
    void Update()
    {
        TerrianDB = GameObject.FindGameObjectsWithTag("TerrianObj");
        ObjsDB = GameObject.FindGameObjectsWithTag("Obj");
        ObjPos = new Vector3[ObjsDB.Length];


        for (int i = 0; i < ObjsDB.Length; i++)
        {
            ObjPos _= ObjsDB*.transform.position;*_

}
if (load)
{
LoadDB();
}
if (save)
{
SaveDB();
}
}

void LoadDB()
{
savedlength = PlayerPrefs.GetInt(“Num”);
saved = new string[savedlength];
savedname = new string[savedlength];
savedvec = new Vector3[savedlength];
spawnobj = new GameObject[savedlength];
for (int i = 0; i < savedlength; i++)
{
saved = PlayerPrefs.GetString(“Data” + i.ToString());
savedname = PlayerPrefs.GetString(“Data1” + i.ToString());
savedvec*.x = PlayerPrefs.GetFloat(“Datax” + i.ToString());*
savedvec*.y = PlayerPrefs.GetFloat(“Datay” + i.ToString());*
savedvec*.z = PlayerPrefs.GetFloat(“Dataz” + i.ToString());*
}
for(int i = 0; i < ItemPrefabs.Length; i++)
{
for (int x = 0; x < savedname.Length; x++)
{
if (ItemPrefabs*.name == savedname[x].Replace(“(” + x.ToString() + “)” ,“”).Trim())*
{
spawnobj[x] = ItemPrefabs*;*
}
}
}
Spawn();
load = false;
}

void Spawn()
{

}

void SaveDB()
{
PlayerPrefs.SetInt(“Num”, ObjsDB.Length);

for (int i = 0; i < ObjsDB.Length; i++)
{
PlayerPrefs.SetString(“Data” + i.ToString(), ObjsDB_.name + “:” + ObjPos*.ToString());_
_PlayerPrefs.SetString(“Data1” + i.ToString(), ObjsDB.name);_
_PlayerPrefs.SetFloat(“Datax” + i.ToString(), ObjPos.x);_
_PlayerPrefs.SetFloat(“Datay” + i.ToString(), ObjPos.y);_
_PlayerPrefs.SetFloat(“Dataz” + i.ToString(), ObjPos.z);
}
save = false;
}
}*_