Alright, doing some investigating it seems that they are saving the Pqs preferences based off of the instance ID of the pqs object, which, according to unity’s own documentation, changes between runs of the game, hence why its saving 10 trillion different copies of the same data
I mean, why bother reading this ID in the first place. It’s not relevant to the underlying object outside of the immediate context. They can’t set it, so it’s not even used when writing the stored data back into an object. It literally does nothing, and yet they have managed to use it to completely fuck up their own registry keys and affect their players.
Lol. They dun goofed hard
This is the kind of mistake I would have made as a CS undergrad lmao
I mean, why bother reading this ID in the first place. It’s not relevant to the underlying object outside of the immediate context. They can’t set it, so it’s not even used when writing the stored data back into an object. It literally does nothing, and yet they have managed to use it to completely fuck up their own registry keys and affect their players.