Hi All!
I’m trying to implement an ad, but I only want to show the add after the user clicked on “Try Again” 5 times.
I’m having problems saving my retryCount.
Thanks in advance:
public GameObject playerC;
public GameObject[ ] obstacle;
public GameObject gameOverPanel;
public int retryCount;
public float obstacleDistance;
public int spawnRate;
public int spawnTime;
public Text fallDistance;
public Text finalScore;
void Start()
{
Physics.gravity = new Vector3(0, -558, 0);
playerC.transform.position = new Vector3(0, 1000, -10);
InvokeRepeating(“spawnObstacle”, spawnTime, spawnRate);
gameOverPanel.gameObject.SetActive(false);
PlayerPrefs.GetInt(“retry”, retryCount);
Debug.Log(retryCount);
}
public void Update()
{
…
}
void spawnObstacle()
{
…
}
public void RestartGame()
{
retryCount++;
PlayerPrefs.SetInt(“retry”, retryCount);
UnityEngine.SceneManagement.SceneManager.LoadScene(“Game”);
}
It’s worth noting that the format is:
int PlayerPrefs.GetInt(string key, default value) // you don't want to put your variable in the default value.
// used like..
retryCount = PlayerPrefs.GetInt("retry", 0); // meaning, assign the return value of key "retry" to the 'retryCount' variable, unless it's not found, then assign zero (0).
Using: PlayerPrefs.GetInt(“retry”); does nothing, as it’s never assigned**
methos5k:
It’s worth noting that the format is:
int PlayerPrefs.GetInt(string key, default value) // you don't want to put your variable in the default value.
// used like..
retryCount = PlayerPrefs.GetInt("retry", 0); // meaning, assign the return value of key "retry" to the 'retryCount' variable, unless it's not found, then assign zero (0).
Using: PlayerPrefs.GetInt(“retry”); does nothing, as it’s never assigned**
Man! You’ve solved my problem once again! Thank you!!!
methos5k:
hey np, you’re welcome.
I’m on the last part of completing my game. Thanks again man!