• Before using this asset, open up the demo found under “Quantum Tek/Quantum Saving/Demo/Demo.unity”
  • In the demo, it will print a new key to use for encryption. Copy this, then open up “Quantum Tek/Quantum Saving/Scripts/QSSave.cs”
  • At the top there is a variable called keyString, replace it with the copied key
  • Do not change the key after this, otherwise all currently saved data won’t be able to be unencrypted
  • Now you can use the asset
  • There are 8 functions to use: Exists, ExistsWeb, DeleteData, DeleteDataWeb, Save, SaveWeb, Load, and LoadWeb
  • The functions with the suffix of Web are to be used in WebGL builds, and use the PlayerPrefs
  • The other functions are to be used on non-WebGL builds, and save the data in the persistent data path
  • Before using the load function, it is best to use the Exists or ExistsWeb function to check that the data exists
  • To use the Delete function, simply call QSSave.Delete(path), where path is the path to delete from, such as “Character Data/Albert”
  • To use the DeleteWeb function, simply call QSSave.DeleteWeb(data, key), where key is the key in PlayerPrefs to delete from, such as “Albert Character Data”
  • To use the Save function, simply call QSSave.Save(data, path), where path is the path to save under, such as “Character Data/Albert”
  • To use the SaveWeb function, simply call QSSave.SaveWeb(data, key), where key is the key in PlayerPrefs to save under, such as “Albert Character Data”
  • To use the Load function, simply call dataType variable = QSSave.Load<dataType>(path), where path is the path to load from, such as “Character Data/Albert”
  • To use the LoadWeb function, simply call dataType variable = QSSave.LoadWeb<dataType>(key), where key is the key in PlayerPrefs to load from, such as “Albert Character Data”

The class behind everything in Quantum Saving, providing all of the methods needed for the asset.