Search found 3 matches
- 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...
- 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, ...
- 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...