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Windows store and playerPrefs

Discussion in 'Windows' started by GLeBaTi, Nov 10, 2016.

  1. GLeBaTi

    GLeBaTi

    Joined:
    Jan 12, 2013
    Posts:
    47
    Bug1?:
    Hi. I have the Unity game on windows store (PC).
    1) Client: download game
    2) Client: save playerPrefs
    3) I: upload new version of this game
    4) Client: update game to new version

    PlayerPrefs on client is empty. Why? Bug?

    Bug2?:
    Switching input language (Alt+Shift, Ctrl+Shift, in bottom bar) not working on some computers (Windows store appliacation PC)
     
  2. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,647
    Bug1:
    Could you elaborate? Which Unity version you use. The bug 1 shouldn't be happening, maybe you're submitting your app as new game?

    Go to C:\Users\<user>\AppData\Local\Packages and check the guid for your original app and updated, it should match.

    If it's the same, could you also attach UnityPlayer.log when you launch updated app.

    Addtional info playerprefs are stored in C:\Users\<user>\AppData\Local\Packages in C:\Users\<user>\AppData\Local\Packages\<package>\LocalState\playerprefs.dat, you could save this file somewhere and copy it when updated app is installed, see if it's able to read playerprefs then.

    Bug2: Need more information, are you able to reproduce this yourself, which Unity version.
     
  3. GLeBaTi

    GLeBaTi

    Joined:
    Jan 12, 2013
    Posts:
    47
    Unity 5.4.2f2
    I am submitting new version for update (not new game)
    guid is same.
    I found that It does not depend of updates. PlayerPrefs.GetString always return empty string after i restart game.
    PlayerPrefs.Save() not solve my problem.

    Log from first start updated app (i am not found error or warnings):

    Module information: Built with Compiler Ver '190023026' Built from '5.4/release' branch Version is '5.4.2f2 (b7e030c65c9b)' Release build Application type 'D3D11' Used 'UWP' GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.0] Renderer: AMD Radeon HD 6670 (ID=0x6758) Vendor: ATI VRAM: 1008 MB Initialize engine version: 5.4.2f2 (b7e030c65c9b) Disabling independent input source. Logical Screen DPI is 96,00. UnloadTime: 96,836639 ms
    --- next only my log messages
     
  4. GLeBaTi

    GLeBaTi

    Joined:
    Jan 12, 2013
    Posts:
    47
  5. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
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    That bug was fixed in 5.4.2p1, see if that version fixes your issue.
     
  6. GLeBaTi

    GLeBaTi

    Joined:
    Jan 12, 2013
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    not fixed in my version (5.4.2f2).
     
  7. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,647
  8. GLeBaTi

    GLeBaTi

    Joined:
    Jan 12, 2013
    Posts:
    47
    True. Bug 1 was solved in patch!!:)
    Bug 2 not. I don't know why.
    I can not understand the Unity versions p? f? 2p1, 2f2 o_O

    P.S. How you find time for wokring with Unity and reply at questions on this forum? Or this is part of you work? :)
     
  9. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,478
    Unity takes a long time to compile after you change code...
     
  10. Tomas1856

    Tomas1856

    Unity Technologies

    Joined:
    Sep 21, 2012
    Posts:
    3,647
    f - means release version
    p - means patch version, basically a release with patch fixes

    Regarding Bug2, you should submit a bug report, with small repro attached, and specifying where this issue occurs :)
     
  11. JariHuomo

    JariHuomo

    Joined:
    Feb 8, 2013
    Posts:
    48
    Not sure if this is related to your Bug 2 , but when using Application.systemLanguage in Windows value comes from Region -> Formats instead of your language settings.

    Not sure if this is a bug , or a feature :)