# SetFloat(string, float)

> Sets the float value of the preference identified by the given key. You can use PlayerPrefs.GetFloat to retrieve this value.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static void SetFloat(string key, float value)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): **** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)):&#x20;

### Remarks

The following example passes the `KeyName` and `Value` variables to a function called `SetFloat`. The function uses the `KeyName` variable in `PlayerPrefs.SetFloat` as an identifier, and `Value` as the contents to store. For example, you could use `PlayerPrefs.SetFloat` to store the user’s current health, like this: /PlayerPrefs.SetFloat(“CharacterHealth”, 60.5f)/. The GetFloat function then uses the same `KeyName` variable to retrieve the value stored in `PlayerPrefs`. See [PlayerPrefs.GetFloat](/engine/6000.0/script-reference/unityengine/playerprefs/getfloat.md) for more information.

### Examples

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    public void SetFloat(string KeyName, float Value)
    {
        PlayerPrefs.SetFloat(KeyName, Value);
    }

    public float GetFloat(string KeyName)
    {
        return PlayerPrefs.GetFloat(KeyName);
    }
}
```
