The documentation page isn't exactly helpful explaining what it does.
If I have several pref values, say what ID item the player has in their inventory slots, I could just do;
PlayerPrefs.SetInt("item1", 3);
PlayerPrefs.SetInt("item2", 5);
PlayerPrefs.SetInt("item3", 4);
at a save point. what does PlayerPrefs.Save do any different?
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