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Unity Mobile Game Development: Saving Data and Highscores

Course Summary

In this Unity tutorial, we'll learn how to save data between play sessions with PlayerPrefs and create a highscore level for deployment to iOS or Android. Software required: Unity 3.4.


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    Course Syllabus

    Introduction and Project Overview
    - 1m 10s

    —Introduction and Project Overview 1m 10s
    Unity Mobile Game Development: Saving Data and Highscores
    - 3h 33m

    —Examining Our Start Scene and the Scripts That Are Included 3m 36s
    —Consulting Our Game Design Document to Begin Our Script 6m 10s
    —Using a GUI.Box Function to Draw Our First Highscore 5m 48s
    —Using a Vector2 to Offset Our Text Placement for Control 5m 14s
    —Automatically Centering Our Text Using Our Location Class 10m 27s
    —Creating a New GUI Style to Format Our Text 6m 10s
    —Using a Built-in Array to Store Multiple Pieces of Data 7m 34s
    —Displaying Our Entire Array Using a for Loop 7m 6s
    —Adding a Height Offset to Display All Our Names 7m 57s
    —Refactoring Our Arrays into a Class for Easier Organization 8m 55s
    —Displaying Our Highscore Array Correctly Over Our Graphics 7m 41s
    —Saving Game Data Using PlayerPrefs to Store Information 7m 35s
    —Creating a Testing Interface to Set PlayerPrefs Data 7m 2s
    —Synchronizing Our PlayerPrefs with Our Local Highscore Class 11m 54s
    —Synchronizing Our Rounds and Kills Data 5m 35s
    —Scripting an Add New Highscore Function 10m 20s
    —Testing if We Need to Create a New Highscore 4m 29s
    —Moving Our Highscores Down Using a Reverse for Loop 11m 18s
    —Inserting Our Highscores into Our Data Correctly 5m 37s
    —Letting the Player Enter Their Name Using a GUI.TextField 9m 1s
    —Using GUI.color to Change Our Highscore Text Colors 6m 1s
    —Creating Flashing Text Using Mathf.PingPong and GUI.color 6m 8s
    —Testing Our Highscore Display Script to Find Bugs 10m 46s
    —Tracking Game IDs to Make Sure We Don't Duplicate Data 11m 14s
    —Changing the Location of Our Game Id Check to Remove Bugs 8m 15s
    —Using the iPhoneKeyboard Class to Get User Input on Android 6m 20s
    —Saving the PlayerPrefs Data to Disk in Case Our Game Crashes 4m 28s
    —Using the PreviewLabs PlayerPrefs Plugin for Speed on Mobile 6m 59s
    —Examining the Final Game Code in Reference to the Highscore System 3m 44s


Course Fee:
USD 29

Course Type:

Self-Study

Course Status:

Active

Workload:

1 - 4 hours / week

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