Search found 20 matches
- Tue Mar 31, 2020 12:16 am
- Forum: General Discussion
- Topic: Supporting save files for older versions of a game
- Replies: 3
- Views: 1760
Re: Supporting save files for older versions of a game
Usually what happens is that let's say I save a game session. Then I remove a component from a game object in an ES3Prefab. Then run another game session and load the previous save file. When it finds the ES3Prefab in the save file, it will instantiate the modified ES3Prefab. Then when it reads the ...
- Fri Mar 27, 2020 2:08 pm
- Forum: General Discussion
- Topic: Supporting save files for older versions of a game
- Replies: 3
- Views: 1760
Supporting save files for older versions of a game
Hi, we are slowly approaching launch for our game and wondering what the best approach is to support save files of previous versions of our game when end up pushing updates. So let's say we have version 1.0 of our game launch. Our players save their game. Then they download an update to the game tha...
- Thu Jan 16, 2020 3:03 pm
- Forum: General Discussion
- Topic: GeneratePrefabReferences creates massive prefabs
- Replies: 4
- Views: 1933
Re: GeneratePrefabReferences creates massive prefabs
Oh good to know. I thought the id was assigned when the ES3Prefab component was instantiated and then the localrefs was just a list of those ids.
Regardless, I appreciate you solving this! I'll be waiting for your PM
Regardless, I appreciate you solving this! I'll be waiting for your PM
- Wed Jan 15, 2020 7:54 pm
- Forum: General Discussion
- Topic: GeneratePrefabReferences creates massive prefabs
- Replies: 4
- Views: 1933
Re: GeneratePrefabReferences creates massive prefabs
Hey Joel, thanks for the reply. This is on a prefab asset yes. As for the localRefs being cleared, I don't see where this is done? I had to manually call localRefs.Clear(); before calling CollectDependencies() and that changes the number of dependencies significantly (because localRefs grew over tim...
- Wed Jan 15, 2020 4:53 pm
- Forum: General Discussion
- Topic: GeneratePrefabReferences creates massive prefabs
- Replies: 4
- Views: 1933
GeneratePrefabReferences creates massive prefabs
It seems that Unity's CollectDependencies keeps adding more and more dependencies over time and this makes it so that the serialized localRefs dictionary in ES3Prefab keeps growing to the point of making massive prefab assets. It looks like it may be due to ES3PRefab's localRefs references being inc...
- Fri Oct 04, 2019 5:55 pm
- Forum: General Discussion
- Topic: Prevent duplicate prefabId when duplicating prefabs
- Replies: 2
- Views: 1503
- Fri Oct 04, 2019 5:55 am
- Forum: General Discussion
- Topic: Duplicating a prefab dirties a bunch of other prefabs
- Replies: 1
- Views: 1165
Duplicating a prefab dirties a bunch of other prefabs
I have noticed that if I duplicate a prefab with an ES3Prefab component in it, the editor will be working for quite a while (30 seconds?) as it is updating a bunch of other prefabs (which also contain an ES3Prefab component). It seems that it is adding the fileId to the list of localRefs on each of ...
- Fri Oct 04, 2019 5:50 am
- Forum: General Discussion
- Topic: Prevent duplicate prefabId when duplicating prefabs
- Replies: 2
- Views: 1503
Prevent duplicate prefabId when duplicating prefabs
Is there a way to force the prefabId property on the ES3Prefab component to update its value to a new prefabId when I duplicate a prefab with an ES3Prefab component in it? It seems like this could be a lead on how to do it but I wanted to see if there was already a solution before I have a go at it ...
- Tue Sep 24, 2019 2:45 pm
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4619
Re: ArgumentException when deleting a component in a prefab
In fact I realize that if I refresh references on the ES3ReferenceManager, the current scene .unity file and same 2 prefabs get modified so that the faulty - {fileID: 2, guid: 00000000000000000000000000000000, type: 0} line gets added in each of those at least once. Is there anything about SpriteAtl...
- Tue Sep 24, 2019 2:25 pm
- Forum: General Discussion
- Topic: ArgumentException when deleting a component in a prefab
- Replies: 11
- Views: 4619
Re: ArgumentException when deleting a component in a prefab
Clearing and refreshing dependencies on the ES3ReferenceManager or individual ES3Prefab components doesn't seem to work. I managed to debug and find out which objects were being referenced with guids of 0 and they are all SpriteAtlas objects. From weat I understand if there are objects referenced wi...