Search found 12 matches

by newjohnny
Sun Sep 04, 2022 4:52 pm
Forum: General Discussion
Topic: unused references persist
Replies: 3
Views: 734

Re: unused references persist

This has been resolved. There was a "phantom" scene in the build settings and it was pulling in old files. Resetting the list cleared it up.
by newjohnny
Sun Sep 04, 2022 7:26 am
Forum: General Discussion
Topic: unused references persist
Replies: 3
Views: 734

Re: unused references persist

I'm using Build Report Tool to log builds and it's reporting these assets being included in the build because of Easy Save. When I delete the asset or delete the reference manager from the scene and rebuild, it is indeed smaller and those textures are no longer reported. I could be missing something...
by newjohnny
Sun Sep 04, 2022 1:22 am
Forum: General Discussion
Topic: unused references persist
Replies: 3
Views: 734

unused references persist

I have several large textures included in builds and they are coming from ES3GlobalReferences.asset. These textures are not used by anything but the reference manager won't release them, even after Optimize. How do I clear them out?
by newjohnny
Sat Sep 03, 2022 7:41 am
Forum: General Discussion
Topic: How to detect when loading is done?
Replies: 6
Views: 1512

Re: How to detect when loading is done?

Ok good to know, however my scene takes about 10 seconds to load because it's huge and not fully optimized yet. Would two load commands still fully process in this scenario?
by newjohnny
Sat Sep 03, 2022 1:16 am
Forum: General Discussion
Topic: How to detect when loading is done?
Replies: 6
Views: 1512

How to detect when loading is done?

I'm getting numerous null references from instantiated prefabs referencing each other so I would like to do a 2nd load pass, as suggested in other threads. I'm using the code below to load. How can I detect when this first load is finished? ES3AutoSaveMgr.Current.settings.path = file; ES3AutoSaveMgr...
by newjohnny
Thu Jul 07, 2022 10:44 am
Forum: General Discussion
Topic: How should I do autosave backups?
Replies: 1
Views: 622

How should I do autosave backups?

I have this piece of code in my autosave method. My thinking is that if something goes wrong during file write (power loss or crash), ES3.DeleteFile will never execute and I'll be left with a backup file that the player can recover. Is this a reasonable usage or is there something I'm missing? ES3Au...
by newjohnny
Wed Jun 08, 2022 12:41 am
Forum: General Discussion
Topic: Can I serialize decimal type?
Replies: 1
Views: 439

Can I serialize decimal type?

I've had to replace floats with decimals in my code. Does Easysave natively support the 16 byte decimal type? EDIT: I should add, the decimals are for financial calculations and the floats were causing rounding errors. I don't need very many decimal places so if there's a better format to use, I'll ...
by newjohnny
Tue Apr 26, 2022 5:07 am
Forum: General Discussion
Topic: Should I use prefabs?
Replies: 1
Views: 504

Should I use prefabs?

My game is a single scene so I've been instantiating a pre-existing gameobject rather than a prefab to avoid creating huge numbers of scene references on awake. Now that I'm setting up Easy Save, I have discovered I need to recreate the entire clone from scratch, rather than just loading and modifyi...
by newjohnny
Sat Feb 02, 2019 10:30 pm
Forum: General Discussion
Topic: Pre-sale questions about performance
Replies: 7
Views: 2915

Re: Pre-sale questions about performance

Thanks for your help, everything is up and running!
by newjohnny
Sat Feb 02, 2019 3:18 am
Forum: General Discussion
Topic: Pre-sale questions about performance
Replies: 7
Views: 2915

Re: Pre-sale questions about performance

Thanks for your time with this. One more performance question, because I'm not familiar with how file I/O works. SceneManager.sceneCountInBuildSettings in the code below is 50, so will this do 50 separate writes to the file or will it bundle them together and do it all at once? *Edit: my code might ...