You just need a project and a couple of scripts. There’s minimal setup involved in testing these out. Both methods have their pros and cons, which will be covered as the practices are explored. On the other hand, the not so easy way involves serializing data and writing to a file for later use. Give a value to a key, call Save, and you’re done. They can be quickly described as “the easy way” and “the not so easy way.” The easy way involves Unity’s built-in PlayerPrefs system. Unity provides two ways to save a game’s data. Only when a game is short enough that it can be completed in a single session does the need for saving data diminish, but even in those scenarios, the feature can be very handy. Many games require multiple play sessions to see to the end, and it’s now expected that developers include ways to save the game and come back later. The need for saving all kinds of data, ranging from how much progress the player made in-game or their character’s statistics, became universal whether the game be a simple, linear adventure from beginning to end or it consists of a huge open world. But it didn’t take long for technology to improve, and thus games got longer and more complex. At best, a game would save a high score and leave it at that. Back in the day, many games had little need for saving data since you could finish a game in about an hour.
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