Player preferences - loading data

Having previously saved data with PlayerPrefs through Set functions, you can easily load that data back through the accompanying Get functions (GetInt, GetFloat, and GetString). With these, you simply specify a unique key name, and Unity returns the respective value. Consider the following code:

int HighScore = PlayerPrefs.GetInt ("HighScore", 0); 
float RemainingTime = PlayerPrefs.GetFloat ("RemainingTime", 0f); 
string Name = PlayerPrefs.GetString ("PlayerName", "Jon Doe"); 

Each Get function requires only one essential parameter, namely, the key to retrieve. This is the first parameter, but what happens if you specify a key that doesn't exist? Which value should be returned, by default, in that case? To ...

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