Saving a preference

hello all,

I would like my app to save a preference so that i could create a free version that would stop to work after it had been launched 5 times. I’m not really sure where to start. Could someone point me in the right direction?

Thanks,
CP

PlayerPrefs

I’m not sure, but if someone removes the app from the phone (or refreshed their system), and reinstalls it, then that would get wiped.

Yeah, I’m pretty sure Apple doesn’t currently allow this.

Instead, many developers are creating a ‘lite’ version for players to try out.

you are not allowed to create this kind of demos.
Neither are you allowed to add nag buttons and alike that don’t do anything in the demo.

Applications must be fully functional and must remain functional.

bummer.
thanks for the reply though.
hey, so i have another question actually. Do you know how to link to a paid version on the app store that would download and replace the light version?

thanks lots.
CP

sorry, maybe was unclear.
I want the link to come from inside the existing unity ‘lite’ app.

thanks , thanks,
cp

What you’re looking at is something more along the lines of how Unity itself is distributed. The whole app is downloaded, but certain features are hidden.

Unfortunately, I don’t think you’re going to be able to submit an app like that. You could try to implement something along the lines of a ‘micropayment’ system, where , when they make a purchase, it’s unlocked, but you can’t have one app overwrite another one.

ok gotcha,
no problem.

i do have a final question though. in regards to:

" you are not allowed to create this kind of demos.
Applications must be fully functional and must remain functional. "

I’m curious. If i figure out a way to have it go to a ‘buy full version now’ screen on the 5th time you launched the application. why am i not allowed to do this? is it against some sort of apple regulation?

thanks for advice!
cp

There’s a difference between showing a screen which asks them to purchase the full version, and having your application stop working because they’ve launched it 5 times (which is not allowed).

ive got to work on my communication :slight_smile:

Apple will reject any application that nags the user into purchasing the full version. This includes but, is not limited to pop up purchase now screens, buttons and messages. The free version of an application must be just that i.e. a fully complete free application or game. I think the only thing you can get away with is mentioning that there is a full version. Even then the message must not be intrusive to the functionality of the free version. In other words you can’t nag the user every five games to try to get them to purchase the full game.

Take a look at the Free version of Resident Evil Degeneration…

…at the end of the ‘demo’ a screen pops up mentioning that the adventure continues in the Full version with a button to purchase it (takes you to the appstore page). I’d argue that it was either an oversight by Apple or about the most they’ll allow in a Lite version.

In App purchases are not possible for free apps at all, trying to bypass apple on that end will ensure your app will never be on the store

As for the button for the fullversion: Create a button that linkes to the full versions itunes store link so they can buy it.
This will NOT replace the lite version thought. lite and full version are distinct applications.

so if you want to share prefs you will have to ensure that you get the prefs into a public place not an app bound like playerprefs. The simplest one, also to make it possible to use from all devices of that itunes store acc owner, is likely the usage of an online system where you allow them to upload the current state

Yeah… Wouldn’t have anything to do with that app being featured -before it was even released-… There’s absolutely no preferential treatment at all