HasKey(string)
Returns true if key exists in the preferences file.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor.CoreModule
public static bool HasKey(string key)
Parameters
Name of key to check for.
Returns
Type | Description |
|---|---|
| bool | The existence or not of the key. |
Remarks
The preferences file is examined to identify whether the specified key exists. True or false is returned. In the following example a key and value can be written into the preference file, or deleted. The existence of the key is checked with the EditorPrefs.HasKey function and a message displayed.

Use save, delete, and HasKey preference check.
Examples
// Small example where the XyZ key can be saved or deleted from the Preferences file.// The existence of the key is checked using the HasKey() function.using UnityEngine;using UnityEditor;public class HasKeyExample : EditorWindow{ private string keyName = "XyZ"; [MenuItem("Examples/HasKey Example")] static void Init() { HasKeyExample window = (HasKeyExample)EditorWindow.GetWindowWithRect( typeof(HasKeyExample), new Rect(0, 0, 250, 80)); window.Show(); } void OnGUI() { EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("Save '" + keyName + "' as Key")) EditorPrefs.SetString(keyName, "abc123"); if (GUILayout.Button("Delete Key '" + keyName + "'")) EditorPrefs.DeleteKey(keyName); EditorGUILayout.EndHorizontal(); GUILayout.Label(keyName + " key exists: " + EditorPrefs.HasKey(keyName)); if (GUILayout.Button("Close")) this.Close(); } // delete the key each time the demo starts void OnFocus() { EditorPrefs.DeleteKey(keyName); }}