Search found 3 matches
- Sun May 19, 2019 8:18 pm
- Forum: General Discussion
- Topic: ES3.Load gives extra Gameobjects
- Replies: 3
- Views: 3142
Re: ES3.Load gives extra Gameobjects
Hi Joel and thanks for your reply. I managed to get it to work as intended shortly after your answer. However I dont understand the part when I save a entire GameObject and when loaded the Mesh Filter is empty. I read another post about it https://moodkie.com/forum/viewtopic.php?f=13&t=1593 The ...
- Sat May 18, 2019 9:45 pm
- Forum: General Discussion
- Topic: ES3.Load gives extra Gameobjects
- Replies: 3
- Views: 3142
ES3.Load gives extra Gameobjects
Hello, I run the following code each time my scene loads: void Start() { if (SaveInformation.name == null) { SceneManager.LoadScene("Main menu"); } if (ES3.KeyExists("Dynamics", "saves/"+SaveInformation.name+"/"+SceneManager.GetActiveScene().name+".s"...
- Sun May 12, 2019 6:09 pm
- Forum: General Discussion
- Topic: How to easiest save a scene
- Replies: 1
- Views: 1404
How to easiest save a scene
Hello, I have been looking for ways to save a scene that you revisit several times. Because of that I want to save the current state of the scene everytime you make changes to it (gameobject moved, destroyed, added and more) Is there a good way to achieve this with the asset or a way to combine it? ...