- Drop "SaveDataManager" Prefab into scene.
- Save any data type.
- Getting key that doesn't exist will raise an error.
//Save int
SaveDataManager.SaveData("Highscore", 100);
//Save string
SaveDataManager.SaveData("Player Username", "John");
//Save Array
SaveDataManager.SaveData("Levels", new int[] { 1, 2, 3, 4, 5 });
int Highscore = SaveDataManager.GetData<int>("Highscore");
int[] Levels = SaveDataManager.GetData<int[]>("Levels");
if (SaveDataManager.Contains("Highscore")){
int Highscore = SaveDataManager.GetData<int>("Highscore");
}
- Add encryption system, currently using binary saving.
MIT