I wonder what folks are using to store data (user scores, level progress etc.) if there is some similar approach to file IO or a user pref file that can be used to store some amount of data about game progress.
Also is there any system for calling other applications (eg open “sesame.exe”) or the like via the standalone app?
For launching any process you use one of the .NET classes.
In this case System.Diagnostics, essentially this lets you run anything like you can from the terminal.
Can you tell me where the data is then stored? Is is some sort of registry entry? Also, is there any limit on the amount of data which may be stored?
Is the approach to launching an app on a mac different?
Finally, is the norm then to say… pull the data out of an array by type and then populate prefs by name-then reverse the process to get an internal array of userdata? I guess theres an array to string (join) but I haven’t seen any string manipulation functions - things like charAt[ ], or string comparisons - are these done via .NET as well?
On Os X preferences are stored in
~/Library/Preferences/unity.CompanyName.ProductName.plist
CompanyName and ProductName is set in Edit → Project Settings → Player.
(It defaults to your system wide defaults for company name and the name of the project folder)
On windows the preferences are stored in the registry witha similar scheme using CompanyName and ProductName.