Version: Unity 6 Beta (6000.0)
LanguageEnglish
  • C#

PlayerPrefs.SetString

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static void SetString(string key, string value);

Description

Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value.

Keep the value at 2 KB or smaller. To store larger amounts of data, write them to a file in Application.persistentDataPath.

The following example passes the KeyName and Value variables to a function called SetString. The function uses the KeyName variable in PlayerPrefs.SetString as an identifier, and Value as the contents to store. For example, you could use PlayerPrefs.SetString to store the user’s name, like this: PlayerPrefs.SetString(“CharacterName”, “James”)

The GetString function then uses the same KeyName variable to retrieve the value stored in the PlayerPrefs data.

using UnityEngine;

public class Example : MonoBehaviour { public void SetString(string KeyName, string Value) { PlayerPrefs.SetString(KeyName, Value); }

public string GetString(string KeyName) { return PlayerPrefs.GetString(KeyName); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961