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Objective
The Main Objective of this blog post is to describe how to store Vector3 data of a gameobject in Unity which cannot be stored using PlayerPrefs.
Step 1 Understanding About PlayerPrefs
Stores and accesses player preferences between game sessions. PlayerPrefs are used to store various data in game over a session and it stores data in Integer, Float, String using its different static method
These methods are as follows:
static void SetInt(string key, int value) | Sets the value of the preference identified by key. |
static void SetFloat(string key, float value) | Sets the value of the preference identified by key. |
static void SetString(string key, string value) | Sets the value of the preference identified by key. |
Step 2 Understand About Vector3 Data
Used to store a Vector3 data we can use Json Parsing. There is reader and writer method of the Json Parsing to read and write the data.
- JsonFx.Json.JsonReader.Deserialize(data);
- JsonFx.Json.JsonWriter.Serialize(classObject);
Note
JsonFx.dll File is required to use Json parsing.
Step 3 Json Parsing Implementation
Following Code Explains how to use Json Parsing:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class DataManager : MonoBehaviour
{
//sets the different kind of data into the player prefs...
//sets the coins data(position and rotation)...
public void setCoinsData(GameObject coins)
{
int coinCounter = 0;
for (int i = 0; i < coins.transform.childCount; i++)
{
coinCounter++;
string key = coins.name + "" + coinCounter;
//Coins Tag,Position,Rotation are passed in the Constructor.
CoinsData coinData = new CoinsData(key, coins.transform.GetChild(i).position, coins.transform.GetChild(i).rotation);
//String data stores data
string data = JsonFx.Json.JsonWriter.Serialize(coinData);
// Finally storing my Data i.e parsed from jason parser in Player Prefs
PlayerPrefs.SetString(coins.tag + "" + coinCounter, data);
}
}
//gets the activated gold coins data(position and rotation)...
public GameObject getCoinsData()
{
GameObject coins = GameObject.FindGameObjectWithTag("Coin");
for (int i = 0; i < coins.transform.childCount; i++) { if (coinCounter > 0)
{
string data = PlayerPrefs.GetString(coins.tag + "" + coinCounter);
// Storing Vector3 Data in Jason.
CoinsData coinData = JsonFx.Json.JsonReader.Deserialize(data);
string key = coins.name + "" + coinCounter;
coinData.coinPositionData = coinData.data [key];
// Get Coin data.
coins.transform.GetChild(i).position = new Vector3(coinData.coinPositionData.position.x, coinData.coinPositionData.position.y, coinData.coinPositionData.position.z);
coins.transform.GetChild(i).rotation = new Quaternion(coinData.coinPositionData.rotation.x, coinData.coinPositionData.rotation.y, coinData.coinPositionData.rotation.z, coinData.coinPositionData.rotation.w);
coins.transform.GetChild(i).gameObject.SetActive(true);
coinCounter--;
} else
{
coins.transform.GetChild(i).gameObject.SetActive(false);
}
}
return coins;
}
class CoinsData
{
public PositionData coinPositionData = new PositionData();
// Storing Coin Data in Dictonary.
public Dictionary data = new Dictionary();
public CoinsData(string key, Vector3 coinPosition, Quaternion coinRotation)
{
// Get popstion of coin at run time
coinPositionData.position = new Cords(coinPosition.x, coinPosition.y, coinPosition.z);
coinPositionData.rotation = new Rotation(coinRotation.x, coinRotation.y, coinRotation.z, coinRotation.w);
// Add data to dictionary
if (key != null)
data.Add(key, coinPositionData);
}
// Default Constructer is needed when u r using Jason Parsing.
public CoinsData()
{
}
}
//Get Coins Postion
class PositionData
{
public Cords position;
public Rotation rotation;
}
// Get Coins Cords
class Cords
{
public float x, y, z;
public Cords(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
public Cords()
{
}
}
// Get Coin Rotation
class Rotation
{
public float x, y, z, w;
public Rotation(float x, float y, float z, float w)
{
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
public Rotation()
{
}
}
}
If you have got any query related to How to store a Vector3 data easily using Json Parsing which is not possible using PlayerPrefs then please comment them below we will try to solve them out.
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