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Updating Unity to 5.1.2f1 seemed to fix the issue.
Playerprefs are stored in different places depending on if you're in the editor or web player. So information saved in the editor will not be accessible from the web player and vice versa.
I highly recommend serialization as well, whether you use boost or your own magic. But, if you want to keep it simple for maybe prototyping sake, you could use streams like you are. You could even make this really easy on yourself and do space delimited. Since you know the format your saving, you simply have to parse it back the same way into whatever vars ...
It may work to write it on your own like that but that isn't a very flexible approach. If you add variables to the save file, you have to update them twice. This isn't preferable. Also, if you want to change formats, you need to restructure the entire thing. Personally, I would use the Boost.Serialization library. It is a very flexible library with more ...
I believe for android you need to have an assets folder with all of the assets loaded into it, this assets folder would be in the android project rather than the core project. Desktop, HTML, etc all use core project assets so they would work fine, but android needs its own assets folder. do you have one for it?
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