I’m not sure if anyone is able to answer this, but does anyone know if you can use PlayerPrefs on an Xbox? I’m pretty far into developing a demo and am planning to pitch to Microsoft. Once approved I can purchase a development kit and probably find out for myself.
But does anyone know a head of time?
Another question,
I’ll probably need to ask Microsoft this one, but how do Xbox cloud saves and achievements work with Unity? I’m assuming this works just like any call to a database. (Which I have already done and have set up, would just have to change the data to the Microsoft database).
What I’m getting at with this one is, does anybody know if the ‘cloud save’ databases (at Microsoft) pull from your local save game files, or right from the game code. I would assume it pulls from your saved game files on your Xbox, so would just saving my game to PlayerPrefs do the job for both local saves and cloud saves? And that is all assuming PlayerPrefs work on Xbox. 
Thanks
You mention buying a devkit from Microsoft, one would assume you’re doing so in order to stray away from unity and use unity purely for a demo.
If you want an xbox 360 license, you must purchase one through unity sales team AFAIK. Until then, do your best to create a good game - and focus solely on that, worrying about achievements and other such stuff that’s mostly irrelevant to gameplay til afterwards. At least you can still use an xbox 360 controller via PC…
Saving and what data access is a valid question that I’d be curious about as well, actually. The xbox does of course have a hard drive, so I’d assume it should work for save slots.
Thanks for the input! I did read up a bit on the devkits and apparently they are crazy expensive (for having no budget). I was initially planning on going that route, but may be more difficult, so sticking with Unity to the end for now, so scratch my devkit note.
I do know after getting the approval from Microsoft that you then need to purchase the xbox license. Unity won’t even sell you the license without a Microsoft approved game. I am using the xbox controller via pc for now, which works great for playing the game and simulates the xbox experience.
Maybe this is a hush hush topic because of security, and I’ll probably have to wait until I do get approved by Microsoft, assuming I have a good enough game to find out.
I think you’re getting ahead of yourself big time. Playerprefs is the least of your concerns and if you’re able to secure a dev kit, then you have the money for playerprefs being solved. I don’t think this is a big problem. Plus unity themselves will be on tap the moment you secure their xbox license. It does not come without considerable support.
Focus all your energy into pitching and what makes your game.
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