Search found 4 matches

by Ninin
Mon Mar 29, 2021 5:48 pm
Forum: General Discussion
Topic: Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings
Replies: 2
Views: 804

Re: Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings

Mea culpa it seems it was not due to the SpriteMode but to the fact that the Sprite was not added to the manager prior to Runtime. I tried either to reference the Sprite in the scene prior to Runtime, or add manually the reference to the manager to each slice of the Sprite Asset (right-clicking on t...
by Ninin
Fri Mar 26, 2021 4:59 pm
Forum: General Discussion
Topic: Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings
Replies: 2
Views: 804

Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings

Hello, I want to save sprites from my Players spriteRenderer in order to display it later on my Main Menu when the Player resumes the game. I wrote this class (to regroup data) : public enum PlayerCharacter { PLAYER1, PLAYER2, PLAYER3 } public class MainMenuPlayerInfo { public PlayerCharacter Player...
by Ninin
Tue Jun 30, 2020 1:41 pm
Forum: General Discussion
Topic: loading Queues in 3.3.1f8
Replies: 3
Views: 1604

Re: loading Queues in 3.3.1f8

I cannot replicate it as well today, I switch back to the usual form and it seems to work normally. Maybe it's because of the Easy Save version upgrade I've done before. I use this code to save : ES3.Save<Queue<GameObject>>("availablePlayers", runtimeGameProgress.availablePlayers, currentP...
by Ninin
Tue Jun 30, 2020 3:46 am
Forum: General Discussion
Topic: loading Queues in 3.3.1f8
Replies: 3
Views: 1604

loading Queues in 3.3.1f8

Hello, I have a problem with ES3.Load for the following : players = ES3.Load<Queue<GameObject>>("availablePlayers", currentPath); However it seems to work with a direct cast : players = (Queue<GameObject>)ES3.Load("availablePlayers", currentPath); There is a commented part inside...