load data from other application

Hi,
I have 2 games. In this games gamers can get coins. I want to total/sum up coins from this two games.
eg. In first game someone get 10 coins and when open second game there loaded 10 coins.

Can I do this?

Yes. Establish a protocol for how the games communicate. It could be a shared file on a computer, a database access on a database server and what not.

A simple local file could be something like:

using UnityEngine;
using System.IO;

public class SimpleSharedFile : MonoBehaviour
{
    void Start()
    {
        string path = Path.Combine(Application.persistentDataPath, "example.txt");
        print("saving to " + path);

        Save(path, 232);
        int score = Load(path);
        print(score);
    }

    void Save(string path, int score)
    {
        File.WriteAllText(path, score.ToString());
    }

    int Load(string path)
    {
        return int.Parse(File.ReadAllText(path));
    }
}

You could also make a class that represents your shared data that handles load and save more effortlessly from the calling code side of things.

using UnityEngine;
using System.IO;

public class SimpleSharedFile : MonoBehaviour
{
    SharedVariables vars;

    void Start()
    {
        vars = new SharedVariables("shared.txt");

        vars.Load();
        log();

        vars.Coins += 300;
        vars.Score += 1000;
        vars.Dogtags += 10;

        vars.Save();
        log();
    }

    void log()
    {
        print(string.Format("Coins: {0}

Score: {1}
Dogtags: {2}",
vars.Coins,
vars.Score,
vars.Dogtags));
}
}

public class SharedVariables
{
    // Change version number as you change the file format.
    // Otherwise you could end up getting errors loading file
    // version 0.0 with code having rules for 4.2 etc. 
    public const string Version = "0.0";

    // Variables that are loaded/saved.
    #region The actual shared variables
    public int Coins;
    public int Score;
    public int Dogtags;
    #endregion

    public readonly string Path;

    public SharedVariables(string filename)
    {
        Path = System.IO.Path.Combine(Application.persistentDataPath, filename);
    }

    public void Save()
    {
        using (var stream = File.Create(Path))
        using (var writer = new StreamWriter(stream))
        {
            WriteHeader(writer);

            // Write variables here.
            writer.WriteLine(Coins);
            writer.WriteLine(Score);
            writer.WriteLine(Dogtags);
        }
    }

    public void Load()
    {
        if (!File.Exists(Path))
            return;

        using (var stream = File.OpenRead(Path))
        using (var reader = new StreamReader(stream))
        {
            ReadHeader(reader);

            // Read variables here.
            Coins = ReadInteger(reader);
            Score = ReadInteger(reader);
            Dogtags = ReadInteger(reader);
        }
    }

    private void WriteHeader(StreamWriter writer)
    {
        writer.WriteLine(Version);
    }

    private void ReadHeader(StreamReader reader)
    {
        string version = reader.ReadLine();
        if (version != Version)
            throw new System.Exception("Unsupported version: " + version);
    }

    private static int ReadInteger(StreamReader reader)
    {
        return int.Parse(reader.ReadLine());
    }
}

It’s very basic, not very flexible, but can be a stepping stone to toy with ideas.