Hi I’ve been at this all day an have gotten nowhere. I have a script for a message system and I’ve decides to use PlayerPrefs to save and load messages so they remain after the game has been closed and reopened. I get no script errors but for some reason when I close and open the app, posted messages are not reloaded. If anyone can tell me what’s wrong with what i’ve done I’d be so grateful.
Here’s the javascript code I’ve been working on:
var stringToEdit: String = "What's The News?";
var customSkin: GUISkin;
var maxMessage = 10;
var messagesTyped: String[];
var messageSpacing: float = 10;
var maxChar : int = 30;
var scrollPosition : Vector2 = Vector2.zero;
var messageAlert : String = "New Message From ";
var nameField: String = "Name";
private var msgCounter: int;
function Start(){
maxMessage--;
messagesTyped = new String[maxMessage];
GetMessages();
}
function GetMessages(){
if (PlayerPrefs.HasKey(nameField) == true)
{
PlayerPrefs.GetString(nameField, "Name");
print("loaded");
}
}
function OnGUI(){
GUI.skin = customSkin;
stringToEdit = GUI.TextField(Rect(270, 100, 450, 80), stringToEdit, maxChar);
nameField = GUI.TextField(Rect(80, 100, 180, 30), nameField, maxChar);
if (GUI.Button(Rect(730, 100, 60, 30), "Submit"))
{
SubmitMsg( messageAlert + nameField + ": " + stringToEdit);
SaveString();
}
var x: float = 270;
var y: float = 180;
for (var i: int;
i < messagesTyped.length;
i++)
{
y += messageSpacing;
//print("Here");
GUI.Label(Rect(x, y, 500, 60), messagesTyped*);*
}
}
function SubmitMsg(submittedMsg: String){
if (msgCounter == maxMessage)
{
msgCounter = 0;
}
messagesTyped[msgCounter] = submittedMsg;
print(messagesTyped[0]);
msgCounter++;
}
function SaveString(){
PlayerPrefs.SetString(nameField, “Name”);
print(“saved”);
}
Thanks again!
Without looking at your code yet, you do know there is a limit to how much you can store prefs, right? Is it possible you've gone beyond that limit?
– DaveA