Timeline for How to refer to a saved visual scripting variable in Unity?
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
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| Jun 13, 2022 at 13:52 | comment | added | Zibelas | A quick google found this youtube tutorial that shows how to save/ load and reset from playerpref using bolt. youtube.com/watch?v=nR1OOJcy47Y | |
| Jun 13, 2022 at 11:56 | comment | added | Zibelas | Is there not a visual script component reparding playerprefs? Since you store a float, it should be a get float one. Your key is your string. | |
| Jun 13, 2022 at 11:27 | history | edited | DMGregory♦ | CC BY-SA 4.0 |
You "call" a function. You "read" or "access" a variable. There's no such thing as "calling" a variable.
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| Jun 13, 2022 at 11:05 | comment | added | Zibelas | The documentation says they are stored in playerprefs. You can't deactivate player prefs by just deactivating the game object. They are stored on your device - that means as well if the generator is not run first on a new device, if you try to acccess them, they will be always empty. But it should persist between runs already. Playerprefs are just a stored key - value pair. You should not need to write your own parsing/ loading/ storing for this | |
| Jun 13, 2022 at 10:08 | comment | added | kanamekun | I mean the SAVED variable type here: docs.unity3d.com/Packages/[email protected]/manual/… | |
| Jun 13, 2022 at 10:05 | comment | added | Zibelas |
1. Turn on Dictionary Generator once, and run it. Now the Dictionary data is SAVED. What does saved means? You mean it is stored locally somewhere (the definition of saved?) or is it just assigned in your dictionary.
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| Jun 13, 2022 at 8:43 | history | edited | kanamekun | CC BY-SA 4.0 |
added 314 characters in body
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| Jun 13, 2022 at 8:01 | history | asked | kanamekun | CC BY-SA 4.0 |