Unity's default save system "PlayerPrefs" saves to the registry, but I find it difficult to see why this is a good idea for anything but global settings (e.g. graphics settings). Serialization to JSON is a fairly simple alternative.
Why would this be used for player data in a production game? It's frustrating to port playerprefs data between systems for testing purposes. Is there something I'm missing?
Why would this be used for player data in a production game? It's frustrating to port playerprefs data between systems for testing purposes. Is there something I'm missing?