ok iv looked everywhere for this answer but i couldn’t find it so i thought ill just post the question here.
i have the code below to collect point and display the score on a separate text mesh object (code is from ezgamesaver). all i would like now is to save the highest score in playerprefs and display it as BEST SCORE.
using UnityEngine;
using System.Collections;
public class ScoreSlot1 : MonoBehaviour
{
public TextMesh scoreText;
public ParticleEmitter particles;
int value, score;
// Use this for initialization
void Start ()
{
value = int.Parse(name);
}
void OnTriggerEnter(Collider c)
{
if(c.gameObject.tag == "Score")
{
score = int.Parse(scoreText.text);
score += value;
scoreText.text = score.ToString();
particles.transform.position = c.gameObject.transform.position;
particles.Emit();
Destroy(c.gameObject);
}
}
}
also
I inserted the code below above Destroy(c.gameObject); line
PlayerPrefs.SetInt("Player Score", PlayerPrefs.GetInt("Player Score")+1);
and the code below in another scipt+gameobject to show the score
var mystyle : GUIStyle;
function OnGUI () { savedhighscore = PlayerPrefs.GetInt("Player Score");
GUI.Label (Rect ((Screen.width/2)-150, 100, 300, 50), "Best Score : "+ savedhighscore, mystyle);
}
This works, but the score keeps adding on top of the previous score, it does not save best/highest score, if someone could please edit the code for me to save the highest score, that would be really great.
hope im on the rite track, thanx in advance