a copy of the current values; mutating it writes nothing back, use the setters
re-applies the stored bindings to Input, for a game that installed its own after this was built
a game-defined value (hints, violence, ...), or fallback when never set
back to full volume, unmuted, zoom 1 and the default bindings, persisted
stores a game-defined value and persists it
Persisted player settings: music and sound-effect levels, master mute, zoom preference, and key bindings, read back on the next launch.
The values live in
coreso they stay renderer-free; the wiring stays with the game, which assigns them onto its ownMusic/Sound/Camera(see the example). Bindings are the exception: they are applied toInputon load and on every bindings mutation, since persisted keys that a game must remember to apply would silently do nothing.Corrupt storage reads as defaults rather than throwing: a settings screen should show the defaults, not a crash.
Example