I'd like to be able to use AoT dictionaries stored in save variables to save large amounts of data in a game (map quadrants that have been discovered, lists of unlocked abilities, etc). The dictionary is critical because it allows easy manipulation of large numbers of entries, particularly when testing in the editor (one click to reset the whole category, since it's all under one saved variable).
However, it seems to me that the only way to reset anything in an actual build is to either: completely reset the Player Pref file, or write a Bolt macro that goes and sets the saved variable to initial state manually (i.e., I have to write a macro that sets every value one-by-one when it's run).
Neither is really great. Is there a way to reset saved variables from within a build, without deleting all of Player Prefs? Are saved variables saved under individual keys in the Player Prefs that I could then delete individually?
Also, as an aside, is there any way to force a save or load of saved variables to and from Player Prefs? Looking around I notice that saving is handled when the app quits, and will soon also save on suspend. Does loading from prefs only occur on start?
Edit: I did a quick test, and it looks like even deleting the entire player prefs doesn't do anything. I'm guessing this is because Bolt loads from player prefs on start, then I send the delete all order, then when I quit Bolt saves BACK to the now-empty player prefs with the data it loaded initially? If that's the case, does that mean there's no way to actually reset saved variables in a build (short of manually overwriting them one by one)?
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