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How to save position of 2D images from instantiate?

So, I am making a game similar to the game called 'Idle Balls', how do I store the position of all the ball image gameobjects so that when the player closes and reopens the app, the balls are still there? The balls are a 2D image with the 2D rigidbody component and are instantiated from an original image of the ball. Any help is greatly appreciated. I tried using playerprefs but it would be time consuming to make a playerpref for each axis and position of each of the balls, especially if there were hundreds of balls. I would appreciate links and samples of code if applicable.

Answers

  • It actually isnt as time consuming as you think.

    Just add a script to the ball prefab you are instantiating the add these methods

    void Load() //this goes in the start method

    {

    if(PlayerPrefs.GetFloat("x")!=null)

    {

    transform.position = new Vector2(PlayerPrefs.GetFloat("x"), PlayerPrefs.GetFloat("y"));

    }

    }


    void save() // this goes in the Update method

    {

    PlayerPrefs.SetFloat("x", transform.position.x);

    PlayerPrefs.SetFloat("y", transform.position.y);

    }

  • @Sugar_Snail

    Okay, thanks for the quick response! I will try it out!

  • edited July 8

    @Sugar_Snail

    It is not working for me... is this script correct?


    using UnityEngine;


    public class Ball : MonoBehaviour

    {

      public float xballcoords;

      public float yballcoords;


      void Start()

      {

        xballcoords = PlayerPrefs.GetFloat("x" + this.gameObject.name, 2.5f);

        yballcoords = PlayerPrefs.GetFloat("y" + this.gameObject.name, 5.5f);


        gameObject.transform.position = new Vector2(xballcoords, yballcoords);

      }


      void Update()

      {

        xballcoords = gameObject.transform.position.x;

        yballcoords = gameObject.transform.position.y;


        PlayerPrefs.SetFloat("x" + this.gameObject.name, xballcoords);

        PlayerPrefs.SetFloat("y" + this.gameObject.name, yballcoords);

      }


      void OnTriggerEnter2D(Collider2D other)

      {

        if (other.gameObject.tag == "DestroyBalls")

        {

          Destroy(gameObject);

        }

      }

    }

  • you cant put the plus for the name i dont think

  • It works. I just have no idea how to instantiate them at the awake function.

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