Search found 3 matches

by jayway
Sat Mar 13, 2021 9:23 pm
Forum: General Discussion
Topic: Avoiding extra game objects from being generated
Replies: 1
Views: 592

Avoiding extra game objects from being generated

Hello, I am saving down scripts that are inherited MonoBehavior instances. Is there a way to prevent gameobjects from being created when they are loaded? Unfortunately, I've implemented too much to decouple the MonoBehavior from the scripts I want to save down. VillagerStats[] villager_stats = FindO...
by jayway
Fri Aug 28, 2020 2:54 pm
Forum: General Discussion
Topic: Saving state changes on new builds
Replies: 3
Views: 1273

Re: Saving state changes on new builds

Thanks for the quick response! There's no error in the library. However the way objects are loaded is inconsistent. For example: I have a component called TowerStats. I save all the TowerStats like so: TowerStats[] towers = FindObjectsOfType<TowerStats>(); ES3.Save<TowerStats[]>(towers_key, towers, ...
by jayway
Fri Aug 28, 2020 4:56 am
Forum: General Discussion
Topic: Saving state changes on new builds
Replies: 3
Views: 1273

Saving state changes on new builds

Hello, I am trying to pinpoint the exact cause of the problem I'm seeing. I've noticed sometimes on a new build, I'll run into alot of errors when loading an existing save from a previous build. I am saving down the prefabs and a specific component on prefabs that holds all the relevant variables. O...