Search found 11 matches

by TauCetiLabs
Fri May 24, 2024 2:21 am
Forum: General Discussion
Topic: Loading through LoadInto in our use case broke after latest update
Replies: 3
Views: 65

Re: Loading through LoadInto in our use case broke after latest update

As a quick follow up, I have migrated the LoadInto to a function that figures out what class should be used for loading. It isn't pretty, but it works: private static void LoadIntoEntity(string key, ISaveLoadComponent component, ES3Settings settings) { if (ES3.KeyExists(key, settings)) { Debug.Log($...
by TauCetiLabs
Thu May 23, 2024 10:32 pm
Forum: General Discussion
Topic: Loading through LoadInto in our use case broke after latest update
Replies: 3
Views: 65

Re: Loading through LoadInto in our use case broke after latest update

I have found a janky work around, that might help shed some light on what is going on. The issue seems to stem from the fact that the base 'Component' class is being used instead of the more specific class where the data exists. So to make this flexible, we use this 'ISaveLoadComponent' interface an...
by TauCetiLabs
Thu May 23, 2024 3:46 am
Forum: General Discussion
Topic: Loading through LoadInto in our use case broke after latest update
Replies: 3
Views: 65

Loading through LoadInto in our use case broke after latest update

Overall, using ES3 has been great. However, I have just run into an issue after updating ES3 (which I needed to do to fix another bug after updating Netcode for Gameobjects). We are using ES3 with a custom script that allows any script to add an 'ISaveLoadComponent' within the hierarchy of a 'SaveLo...
by TauCetiLabs
Sat May 06, 2023 10:42 pm
Forum: General Discussion
Topic: Saving and Loading from a StateMachine (Visual Scripting)
Replies: 4
Views: 3913

Re: Saving and Loading from a StateMachine (Visual Scripting)

After reading some of the replies on this thread on the UVS forum, I am rethinking the jump: https://forum.unity.com/threads/november-2022-visual-scripting-update.1364364/ Update: GPT-4: "Given the information you've provided and the uncertainty surrounding the future of Unity Visual Scripting,...
by TauCetiLabs
Sat May 06, 2023 8:42 pm
Forum: General Discussion
Topic: Saving and Loading from a StateMachine (Visual Scripting)
Replies: 4
Views: 3913

Re: Saving and Loading from a StateMachine (Visual Scripting)

Thanks Joel! I think this helps point me in the right direction. The lack of tutorials around saving/loading the 'status' of a state machine is a bit head scratching. UVS is a very powerful and flexible toolset otherwise. If we do go down this visual scripting rabbit hole, I'll respond here with our...
by TauCetiLabs
Sat May 06, 2023 8:46 am
Forum: General Discussion
Topic: Saving and Loading from a StateMachine (Visual Scripting)
Replies: 4
Views: 3913

Saving and Loading from a StateMachine (Visual Scripting)

I have just gotten into Visual Scripting, so this is almost definitely down to me overlooking something. With that said, we are developing a game with a construction mechanic spread across multiple locations. There is a lot of data to save and load and it is done a bit more manually, which ES3 has h...
by TauCetiLabs
Thu Apr 13, 2023 7:57 am
Forum: General Discussion
Topic: Can't create the assembly definition files
Replies: 3
Views: 1987

Re: Can't create the assembly definition files

My bad, had to reimport... :oops:
by TauCetiLabs
Thu Apr 13, 2023 3:55 am
Forum: General Discussion
Topic: Can't create the assembly definition files
Replies: 3
Views: 1987

Can't create the assembly definition files

Just updated to 3.5.4 and the option to enable assembly definition files is not showing up under Tools > Easy Save 3 as it says in the update notes. Looked for it in the Easy Save 3 settings options as well.
by TauCetiLabs
Sat Jul 17, 2021 12:53 am
Forum: Feature Requests
Topic: Support for Interfaces
Replies: 2
Views: 12954

Re: Support for Interfaces

I have figured out a work around using references and handling the data in a custom way. One caveat is the component must already exists in the reference manager upon loading: Both the "m_PickupLocation" and "m_DropoffLocation" refer to a private interface, namely 'ISubstanceAcce...
by TauCetiLabs
Wed Dec 30, 2020 1:03 pm
Forum: General Discussion
Topic: Saving modified prefabs
Replies: 3
Views: 1387

Re: Saving modified prefabs

Thank you for the quick response. Light bulb finally went off in my head as to how ES3 is meant to be used on the developer side. I'm likely to have more questions, but we are happy with this solution so far.

You rock Joel!