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Bug Trouble saving data with PlayerPrefs and using regular Text in Unity 2022.2.4f1

Discussion in 'Editor & General Support' started by lubosaliso, Jul 3, 2023.

  1. lubosaliso

    lubosaliso

    Joined:
    Apr 30, 2023
    Posts:
    8
    Hey, it's been a while since I last used Unity. I'm currently working on a project and I'm encountering some serious issues with saving data using PlayerPrefs. I can't seem to save any data, and I've tried different approaches. It's not because I lack knowledge in C#, so I think there might be something wrong with my version (2022.3.4f1). Interestingly, it works fine with older versions. Any suggestions? Here's an example of one of the scripts I've tried. When I press the button, it should save the data, but it doesn't. I've used Debug to check, and it's not receiving any data.
    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.UI;
    3. using TMPro;
    4.  
    5. public class GuardaPlayerPref : MonoBehaviour
    6. {
    7.     public string playerPrefsKey = "Puntos"; // La clave con la que se guardará el valor en PlayerPrefs
    8.     private Button button;
    9.     public IACalificador calificador;
    10.     public TextMeshProUGUI textoValorGuardado; // Referencia al componente TextMeshProUGUI del campo de texto
    11.  
    12.     public enum IACalificador
    13.     {
    14.         PuntosEjercicioActual = 1
    15.     }
    16.  
    17.     private void Awake()
    18.     {
    19.         button = GetComponent<Button>(); // Obtén la referencia al componente Button del objeto actual
    20.     }
    21.  
    22.     private void Start()
    23.     {
    24.         button.onClick.AddListener(GuardarPuntos); // Agrega un Listener al evento onClick del botón
    25.         calificador = IACalificador.PuntosEjercicioActual;
    26.  
    27.         // Obtén el valor guardado en PlayerPrefs y actualiza el campo de texto
    28.         int savedValue = PlayerPrefs.GetInt(playerPrefsKey);
    29.         textoValorGuardado.text = savedValue.ToString();
    30.     }
    31.  
    32.     private void GuardarPuntos()
    33.     {
    34.         // Aquí guardas el valor deseado en PlayerPrefs
    35.         int valueToSave = (int)calificador; // Obtén el valor de calificador y conviértelo a entero si es necesario
    36.         PlayerPrefs.SetInt(playerPrefsKey, valueToSave);
    37.         PlayerPrefs.Save(); // Guardar los cambios en PlayerPrefs
    38.  
    39.         // Actualiza el campo de texto con el nuevo valor guardado
    40.         textoValorGuardado.text = valueToSave.ToString();
    41.     }
    42. }
    43.  
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,561
    What does this mean? Is the code running?

    This just sounds like you have a bug.

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.

    Otherwise, how to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)
     
    lubosaliso likes this.
  3. lubosaliso

    lubosaliso

    Joined:
    Apr 30, 2023
    Posts:
    8
    I have tried to debug, but I don't get any output with Debug using this script. The assigned text field also doesn't update when I press the button. Moreover, I have tried different approaches, but none of them work. For now, I have decided to download and try an older version.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,561
    Of course you wouldn't: there ARE no Debug output statements in the code you posted above.

    If you put them in but failed to post them, then the code containing the statement is not running. Find out why.

    Also, make sure your log console selector buttons are enabled. See this graphic:

    https://forum.unity.com/threads/cant-add-script-component.632746/#post-4239121

    https://forum.unity.com/threads/update-function-not-working.953477/#post-6215873
     
    lubosaliso likes this.
  5. lubosaliso

    lubosaliso

    Joined:
    Apr 30, 2023
    Posts:
    8
    There are no debug output statements in the code because I have removed them but there were. And yes, the console is enabled because I receive messages from other scripts but playerprefs doesn't work. I have tried giving permissions as admin to unity, I have tried with booleans, everything. But I can't save anything. I have tried saving to text files, but when I load the content it gets out of date. So right now I am adapting my project to a 2020 version that worked fine for me.