title: using Playerprefs on Android Mobile Platform for unity
body: <p>I have a question about playerprefs on my android mobile game not initializing properly. I have already pre-set my playerprefs data on a variable with a value of 3. In my play mode on unity the value is showing 3 through the textmesh that I have it scripted on. But when I install and test it on my android mobile device it is 0. can someone help how to properly initialize my playerprefs data to the right value on android platform?</p>
  
  <p><br></p>
  
  <pre><code>public static Game GM;
  int maxAntiBody;
  public TextMeshProUGUI antibodyTexMesh;
  
  void Start () {
  if (GM == null)
  {
      GM = this;
  }
  maxAntiBody = PlayerPrefs.GetInt("MaxAntiBody");
  antibodyTexMesh.text = maxAntibody.toString();
  }
  
  void Update () {
   debugging();
  }
  
   //I use this method for setting or resetting my desired value for the 
  playerprefs data I'm working with. In this case I choose 3 as a value.
  
  void debugging() {
  if (Input.GetKeyDown(KeyCode.M))
  {
  
      PlayerPrefs.SetInt("MaxAntiBody", plus++);
      Debug.Log("max anti body value is : " + 
   PlayerPrefs.GetInt("MaxAntiBody"));
  }
  else if (Input.GetKeyDown(KeyCode.R))
  {
      plus = 0;
      PlayerPrefs.SetInt("MaxAntiBody", plus);
      Debug.Log("max anti body is now reseted to : " + 
    PlayerPrefs.GetInt("MaxAntiBody"));
  }
  }
  </code></pre>