Saving Highscores without playerprefs?

I am making a game at the moment and I’m trying to implement a very basic saving system for high scores and other statistics. My original idea was to have a file that stored the top 5 high scores, and whenever a new score was achieved the list was resorted and the top 5 would be saved to the file. However, when trying to implement this using a TextAsset I realised Unity doesn’t save changed made to them, and playerprefs can only store constant values (not like a list of highscores or other statistics where there might be more than just the top 5).

I have used python before and that works by just having a file in the same path as the project, and the files can be directly manipulated by the code. Is there anything similar to this in Unity?

Hi,
You could check some tutorials on how to save to a file in binary or JSON format. There are a few good ones that explain the basics clearly, like this one:

It’s better to implement some sort of basic save/load architecture for your game so that you can load the data, then use and manipulate it, and write back to the disk when needed.

Yep! Use Application.persistentDataPath with the System.IO classes.

You can certainly store this information in PlayerPrefs, perhaps as simple as a tokenized string like “100:110:115:120:134”