key | Name of key to read integer from. |
defaultValue | Integer value to return if the key is not in the storage. |
int The value stored in the preference file.
Returns the value corresponding to key
in the preference file if it exists.
If the value doesn't already exist in the preference file the function will return defaultValue
.
See Also: SetInt.
#pragma strict // A small editor window that allows an integer value to be // read and written to the EditorPrefs online storage. // // SetIntExample is the name of the int to read/write. var intValue: int = 42; @MenuItem("Examples/Prefs.GetInt Example") static function Init() { var window: ExampleClass = ExampleClassEditorWindow.GetWindow(ExampleClass); window.Show(); } function OnGUI() { var temp: int; temp = EditorPrefs.GetInt("SetIntExample", -1); EditorGUILayout.LabelField("Current stored value: " + temp.ToString()); intValue = EditorGUILayout.IntField("Value to write to Prefs: ", intValue); if (GUILayout.Button("Save value: " + intValue.ToString())) { EditorPrefs.SetInt("SetIntExample", intValue); Debug.Log("SetInt: " + intValue); } }
// A small editor window that allows an integer value to be // read and written to the EditorPrefs online storage. // // SetIntExample is the name of the int to read/write.
using UnityEngine; using UnityEditor;
public class ExampleClass : EditorWindow { int intValue = 42;
[MenuItem("Examples/Prefs.GetInt Example")] static void Init() { ExampleClass window = (ExampleClass)EditorWindow.GetWindow(typeof(ExampleClass)); window.Show(); }
void OnGUI() { int temp; temp = EditorPrefs.GetInt("SetIntExample", -1); EditorGUILayout.LabelField("Current stored value: " + temp.ToString()); intValue = EditorGUILayout.IntField("Value to write to Prefs: ", intValue); if (GUILayout.Button("Save value: " + intValue.ToString())) { EditorPrefs.SetInt("SetIntExample", intValue); Debug.Log("SetInt: " + intValue); } } }