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Build Your Own Metaverse with Unity

You're reading from  Build Your Own Metaverse with Unity

Product type Book
Published in Sep 2023
Publisher Packt
ISBN-13 9781837631735
Pages 586 pages
Edition 1st Edition
Languages
Concepts
Author (1):
David Cantón Nadales David Cantón Nadales
Profile icon David Cantón Nadales

Table of Contents (20) Chapters

Preface 1. Part 1: Getting Started
2. Chapter 1: Getting Started with Unity and Firebase 3. Chapter 2: Preparing Our Player 4. Chapter 3: Preparing Our Home Sweet Home: Part 1 5. Chapter 4: Preparing Our Home Sweet Home: Part 2 6. Chapter 5: Preparing a New World for Travel 7. Part 2: And Now, Make It Metaverse!
8. Chapter 6: Adding a Registration and Login Form for Our Users 9. Chapter 7: Building an NPC That Allows Us to Travel 10. Chapter 8: Acquiring a House 11. Chapter 9: Turning Our World into a Multiplayer Room 12. Chapter 10: Adding Text and a Voice Chat to the Room 13. Part 3: Adding Fun Features Before Compiling
14. Chapter 11: Creating an NPC That Allows Us to Change Our Appearance 15. Chapter 12: Streaming Video Like a Cinema 16. Chapter 13: Adding Compatibility for the Meta Quest 2 17. Chapter 14: Distributing 18. Index 19. Other Books You May Enjoy

Persisting the new appearance

PlayerPrefs is a class in Unity3D that is used to store player configuration data. It allows developers to save and load persistent values on the user’s device, meaning that the values will be retained after closing and reopening the game.

It is useful for saving information such as audio settings, player high score, game progress, and other player data. It can also be used to create a personalized experience for the player, for example, allowing them to choose their own username or the color of their character; in our case, it will be the selected avatar.

To use PlayerPrefs in your Unity3D project, simply call its static methods to save and load data. For example, to save the player’s high score, you can use the following code:

int highScore = 1000;
PlayerPrefs.SetInt("HighScore", highScore);

And to load the previously saved high score, you can use the following code:

int savedHighScore = PlayerPrefs.GetInt("...
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