Search found 11 matches
- Sun Aug 18, 2019 5:02 pm
- Forum: General Discussion
- Topic: Saving Lists using Read/Write
- Replies: 3
- Views: 1727
Re: Saving Lists using Read/Write
Hi there, Are you using Easy Save 3? The ES3Writer/Reader classes are internal in Easy Save 3 and should not be used. Instead you should use ES3File, which provides all of the benefits of a writer, but with a much simpler API: https://docs.moodkie.com/easy-save-3/es3-guides/caching-using-es3file/ A...
- Sun Aug 18, 2019 12:35 am
- Forum: General Discussion
- Topic: Saving Lists using Read/Write
- Replies: 3
- Views: 1727
Saving Lists using Read/Write
Trying to save a GameObject list using public List<GameObject> objs; writer.Write(objs, "OBJS"); List<GameObject> objs = reader.ReadList<GameObject>("OBJS"); //Also tried objs = reader.ReadList<GameObject>("OBJS"); But having no luck. I have found several other posts re...
- Sat Aug 03, 2019 4:37 pm
- Forum: General Discussion
- Topic: How can i use a custom script once on a saved prefab.
- Replies: 3
- Views: 1755
Re: How can i use a custom script once on a saved prefab.
Hi, thanks for replying, this is really cool and is very close to a solution. I had to first put the check to destroy on Awake() as it was still calling Jolt() first for some reason. Have 2 problems now. When I save and play again, firstly even though the object is disabled, It's still trying to acc...
- Fri Aug 02, 2019 1:08 am
- Forum: General Discussion
- Topic: How can i use a custom script once on a saved prefab.
- Replies: 3
- Views: 1755
How can i use a custom script once on a saved prefab.
Basically, I have a "heavy object" script. When one of my heavy objects spawns in, the script talks to another script and tells it to add a force to all objects around it. The heavy object script is attached to my prefab. I want to be able to disable/remove the script after OnCollisionEnte...
- Sun Jul 07, 2019 7:36 pm
- Forum: General Discussion
- Topic: How can i set default value for ES2Writer and reader?
- Replies: 2
- Views: 1382
Re: How can i set default value for ES2Writer and reader?
Hi there, There is no default value for ES2Writer/Reader. However, you could create a wrapper method which you could call so you don't have to use the if statement every time. Something along the lines of: public T ReadDefault<T>(string tag, T defaultValue, ES2Reader reader) { if(!reader.TagExists(...
- Sat Jul 06, 2019 4:49 am
- Forum: General Discussion
- Topic: How can i set default value for ES2Writer and reader?
- Replies: 2
- Views: 1382
How can i set default value for ES2Writer and reader?
I have checked the docs, cannot find any reference to it for the reader and writer, only the other methods. If I don't delete saves, add a new variable and load into the game, it defaults to some stupidly high number. I found out I can use if(reader.TagExists("myPosition")) To solve the pr...
- Sun Jun 23, 2019 6:53 pm
- Forum: General Discussion
- Topic: Save is not being deleted after uninstall Android
- Replies: 1
- Views: 2211
Save is not being deleted after uninstall Android
This is not something that I would usually want, but in my case, I would prefer to have saves deleted when you uninstall, could anyone tell me how I would go about doing that? is it an Easysave problem? as I see on google that playerprefs etc are being deleted. I will also add to this, The reason I ...
- Thu Jun 20, 2019 3:38 pm
- Forum: General Discussion
- Topic: Saved prefabs having dupe Collider added to them on load
- Replies: 2
- Views: 1353
Re: Saved prefabs having dupe Collider added to them on load
Ok, i may have fixed this by removing and re-adding the ES3 Prefab, and ES3 autosave scripts from the prefabs and refreshing the references. If anyone has any insight still would be great to understand what caused this. I do have alot of prefabs that have been a copy of another prefab with same comp...
- Thu Jun 20, 2019 2:51 pm
- Forum: General Discussion
- Topic: Saved prefabs having dupe Collider added to them on load
- Replies: 2
- Views: 1353
Saved prefabs having dupe Collider added to them on load
I have prefabs in my scene with both the Autosave script and es3 prefab, when I stop the game and it saves and then start the game again these prefabs are gaining duplicates of their colliders each time and it's messing with a vital mechanic in which my prefabs need to enter a trigger and ++ a value...
- Mon Jun 10, 2019 12:11 pm
- Forum: General Discussion
- Topic: An item with the same key has been added key:null
- Replies: 2
- Views: 2334
An item with the same key has been added key:null
I posted in the ES2 forum by mistake, think posting here might help, ill update the other if i get a reply in either. I can't work out whats caused this as the project has been working fine all night. I replaced placeholder gameobjects with updated models and deleted previous ones but the key doesn'...