void Save<T>(string key, T obj) { if (null == obj) return; var mem = new MemoryStream(); #if UNITY_IOS System.Environment.SetEnvironmentVariable("MONO_REFLECTION_SERIALIZER", "yes"); #endif var b = new System.Runtime.Serialization.Formatters.Binary.BinaryFormatter(); b.Serialize(mem, obj); PlayerPrefs.SetString(key, System.Convert.ToBase64String(mem.ToArray())); }