Search found 11 matches
- 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($...
- 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...
- 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...
- 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,...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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!
You rock Joel!