This is essentially identical to a game load / save system, except much easier because it’s only pure data: instead of saving the state of the game to reconstitute it, you’re saving the state of your statistics data structure(s) in order to later pull it up and modify it, then resave it.
Load/Save steps:
An excellent discussion of loading/saving in Unity3D by Xarbrough:
When loading, you can never re-create a MonoBehaviour or ScriptableObject instance directly from JSON. The reason is they are hybrid C# and native engine objects, and when the JSON package calls new
to make one, it cannot make the native engine portion of the object.
Instead you must first create the MonoBehaviour using AddComponent() on a GameObject instance, or use ScriptableObject.CreateInstance() to make your SO, then use the appropriate JSON “populate object” call to fill in its public fields.
If you want to use PlayerPrefs to save your game, it’s always better to use a JSON-based wrapper such as this one I forked from a fellow named Brett M Johnson on github:
Do not use the binary formatter/serializer: it is insecure, it cannot be made secure, and it makes debugging very difficult, plus it actually will NOT prevent people from modifying your save data on their computers.