Playerprefs for Color

How can you use playerprefs to save colors? I know about int, string but there it seems like it cant save color.

Hey hubert,

this is an easy example (JavaScript) which shows how to save a color into a playerprefab and how to parse the playerprefab string afterwards back into a color that can be used as an material color for a gameobject.

function Start () {

    //I've choosen one of the default colors (red) 

function ColorGO () {
	var str_color : String;
	str_color = PlayerPrefs.GetString("Color");
	//Remove the header and brackets
	str_color = str_color.Replace("RGBA(", "");
	str_color = str_color.Replace(")", "");
	//Get the individual values (red green blue and alpha)
	var strings = str_color.Split(","[0] );
	var outputcolor : Color;
	for (var i = 0; i < 4; i++) {
	     outputcolor _= System.Single.Parse(strings*);*_

* }*
//apply the color to a gameobject
* this.gameObject.renderer.material.color = outputcolor;*


private float r, g, b;

r = color.r;
g = color.g;
b = color.b;


=new Color(PlayerPrefs.GetFloat(“CarColorRed”),PlayerPrefs.GetFloat(“CarColorGreen”),PlayerPrefs.GetFloat(“CarColorBlue”));

visite this answer.

Instead of writing your own methods, you could use unity’s ColorUtility class:

// Store single color
Color color;
PlayerPrefs.SetString("ColorKey", ColorUtility.ToHtmlStringRGB(color)); // without alpha
PlayerPrefs.SetString("ColorKey", ColorUtility.ToHtmlStringRGBA(color)); // with alpha

// Load single color
Color color;
ColorUtility.TryParseHtmlString("#" + PlayerPrefs.GetString("ColorKey"), out color);

// store color array
Color[] colors; 
//// fill array with your colors ////
int numberOfColors = colors.Length;
for (int i = 0; i < numberOfColors; i++){
  Color color = colors*;*

PlayerPrefs.SetString(“ColorKey” + i, ColorUtility.ToHtmlStringRGBA(color)); // with alpha

// load color array
Color[] colors = new Color[numberOfColors];
for (int i = 0; i < numberOfColors; i++){
ColorUtility.TryParseHtmlString(“#” + PlayerPrefs.GetString(“ColorKey” + i), out colors*);*
Edit: Adding “#” in front of colorHtmlString is required (see: Unity - Scripting API: ColorUtility.TryParseHtmlString)