title: Multiple Saves in Unity
body: <p>I am very new to Unity, and programming languages in general, so forgive my noobiness lol.</p>
  
  <p>I am making a notepad, and I have been trying to figure out how to get multiple notes as well as the title of the note. I have a basic script for saving notes, which worked for one note, but I don't know how to save multiple notes. I even tested making 2 saves and wasn't able to.</p>
  
  <p>Here's the script I had, full disclosure, I wrote half of it following a tutorial, the other half was my attempt at making multiple saves </p>
  
  <p><div class="snippet" data-lang="js" data-hide="false" data-console="true" data-babel="false">
  <div class="snippet-code">
  <pre class="snippet-code-html lang-html prettyprint-override"><code>using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.UI;
  using UnityEngine.SceneManagement;
  
  public class SaveControl : MonoBehaviour
  {
      void Awake()
      {
          DontDestroyOnLoad(gameObject);
      }
  
  public string theText1;
      public string theName1;
      public string theText2;
      public string theName2;
      public GameObject ourNote;
      public GameObject namePlaceHolder;
      public GameObject placeHolder;
      public GameObject customName;
      [SerializeField]
      public int noteSave = 1;
  
  
      public void LoadButton1()
      {
          {
              SceneManager.LoadScene(1);
              noteSave = 1;
              theText1 = PlayerPrefs.GetString("NoteContents1");
              theName1 = PlayerPrefs.GetString("theName1");
              placeHolder.GetComponent&lt;InputField&gt;().text = theText1;
              namePlaceHolder.GetComponent&lt;InputField&gt;().text = theName1;
              string customName = theName1;
          }
      }
      public void LoadButton2()
      {
          noteSave = 2;
          theText2 = PlayerPrefs.GetString("NoteContents2");
          theName2 = PlayerPrefs.GetString("theName2");
          placeHolder.GetComponent&lt;InputField&gt;().text = theText2;
          namePlaceHolder.GetComponent&lt;InputField&gt;().text = theName2;
          string customName = theName2;
          SceneManager.LoadScene(1);
      }
  
      public void OkayButton()
      {
          if (noteSave == 1)
              {
              string key = "NoteContents" + noteNumber;
              Debug.Log("key is '" + key + "'");
              theText1 = ourNote.GetComponent&lt;Text&gt;().text;
              theName1 = customName.GetComponent&lt;Text&gt;().text;
              PlayerPrefs.SetString("NoteContents1", theText1);
              print(theName1);
              SceneManager.LoadScene(0);
              }
          else if (noteSave == 2)
          {
  
              theText2 = ourNote.GetComponent&lt;Text&gt;().text;
              theName2 = customName.GetComponent&lt;Text&gt;().text;
              PlayerPrefs.SetString("NoteContents2", theText2);
              print(theName2);
              SceneManager.LoadScene(0);
          }
  
      }
  }</code></pre>
  </div>
  </div>
  </p>
  
  <p>Sorry it's super sloppy, I just started Unity like a week ago. I'm guessing the problem is partly that the noteSave variable isn't global so it just get's reset between scenes. </p>
  
  <p>Any help would be greatly appreciated!</p>