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Makes sense. one of the simplest ways of saving data in Unity (but not the most correct) is saving values via PlayerPrefs[0]. In Windows, this saving method defaults to registry instead of creating a separate save file in the game folder. if you don't make your own system for storing variables or running everything in cache and then use a smarter way of saving data, it can get out of hand fast.

This was way more common in the old Unity 5 days, though

[0]https://docs.unity3d.com/ScriptReference/PlayerPrefs.html



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