# SetString(string, string)

> Sets a single string value for the preference identified by the given key. You can use PlayerPrefs.GetString to retrieve this value.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static void SetString(string key, string value)
```

### Parameters

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

### Remarks

Keep the value at 2 KB or smaller. To store larger amounts of data, write them to a file in `Application.persistentDataPath`.

The following example passes the `KeyName` and `Value` variables to a function called `SetString`. The function uses the `KeyName` variable in `PlayerPrefs.SetString` as an identifier, and `Value` as the contents to store. For example, you could use `PlayerPrefs.SetString` to store the user’s name, like this: `PlayerPrefs.SetString(“CharacterName”, “James”)`

The `GetString` function then uses the same `KeyName` variable to retrieve the value stored in the `PlayerPrefs` data.

### Examples

```csharp
using UnityEngine;

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

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