My gosh, I just found that PlayerPrefs.Save() isn't saving my state immediately (on iOS) so that if I call Save() and the game subsequently crashes, the state hasn't been stored on disk (flash). This is scary. The documentation says it writes to disk immediately, but I'm not seeing this behavior. In my case, for example, the user has purchased a theme, and if the game crashes and is relaunched, the game thinks the user hasn't bought it yet! Yikes. I was relying on PlayerPref to RELIABLY save all sorts of player state. I would hate to have to write my own storage manager. I'm using Unity 3.4.2. I don't want to upgrade to 3.5 as I know it will be painful and want to ship version 1.0 of my game first. Has anyone seen this scenario? Thanks in advance.
asked Apr 07 '12 at 03:23 AM