Saving data

Is it possible to save data in Unity for a Windows standalone game? If so, how would I save an array of booleans to be read later?

ArrayPrefs2, System.IO.File.

–Eric

[rant]
Persistence is a tricky issue. People who are knowledgeable regarding file manipulation don’t need to ask how to implement persistence; and those who do ask how to implement persistence lack the programming know-how to dabble in file manipulation. It’s a catch 22, really. I usually suggest binary file manipulation whenever someone asks about persistence, but I’m becoming jaded since people usually follow up with a request for example code after that (I don’t believe a simple example code will help a beginner when it comes to file manipulation – you’ll just end up handholding him/her every step of the way, and so, might as well write the entirety of the persistence system).
[/rant]

Check out the PlayerPrefs class in the scripting reference. It can’t handle arrays so you’ll have to manually set everything up, but it’s easy to learn. That link to ArrayPrefs2 that Eric posted points to a system that’ll help you make better use of PlayerPrefs since it simulates array handling for PlayerPrefs.

So save a bool with a playerPref all you need to do is use an interger. (ie) if your bool was false when saving then assign the int to 0 and if true then 1. then when the int( Get Int) is loaded, use the current value to set the bool.
if(myPref==1) {
myBool = true;
}

I do use PlayerPrefs.X from time to time. There cool:)