diff --git a/Assets/Fungus/Scripts/Components/SaveMenu.cs b/Assets/Fungus/Scripts/Components/SaveMenu.cs index 353458d8..f69ef89a 100644 --- a/Assets/Fungus/Scripts/Components/SaveMenu.cs +++ b/Assets/Fungus/Scripts/Components/SaveMenu.cs @@ -14,7 +14,7 @@ namespace Fungus /// public class SaveMenu : MonoBehaviour { - [Tooltip("String key used when storing save game data in PlayerPrefs.")] + [Tooltip("Save Data Key: The string key used to store save game data in Player Prefs. If you have multiple games defined in the same Unity project, use a unique key for each one.")] [SerializeField] protected string saveDataKey = FungusConstants.DefaultSaveDataKey; [Tooltip("Automatically load the most recently saved game on startup")] diff --git a/Docs/fungus_docs/save_system.md b/Docs/fungus_docs/save_system.md index 819e2ac9..207ddb5c 100644 --- a/Docs/fungus_docs/save_system.md +++ b/Docs/fungus_docs/save_system.md @@ -75,8 +75,9 @@ The Save Menu is a simple UI which allows players to interact with the %Fungus s ## Save Menu properties ## {#save_menu_properties} -There are 3 main properties that you might want to configure in the Save Menu. +There are 4 main properties that you might want to configure in the Save Menu. +- Save Data Key: The string key used to store save game data in Player Prefs. If you have multiple games defined in the same Unity project, use a unique key for each one. - Load On Start: Automatically load the previously saved game on startup. - Auto Save: Automatically save the game to disk at every Save Point. When this option is enabled the Save and Load buttons are disabled. - Restart Deletes Save: Delete the save data from disk when the player restarts the game. This is useful when testing your game to ensure you’re starting from a blank save state.