Search found 10 matches
- Mon Mar 21, 2022 2:06 pm
- Forum: General Discussion
- Topic: LoadInto overwrite reference
- Replies: 5
- Views: 1355
Re: LoadInto overwrite reference
Sorry I don't think I explained very well. Saving and loading a reference directly works fine. And looks like e.g this in the save file: "<workplace>k__BackingField" : { "_ES3Ref" : "3321872692111343812" }, With types class saving like: writer.WritePrivateFieldByRef(&qu...
- Sun Mar 20, 2022 5:06 pm
- Forum: General Discussion
- Topic: LoadInto overwrite reference
- Replies: 5
- Views: 1355
Re: LoadInto overwrite reference
Actually think this might be related to the way I am saving the reference. I am using a Dict<string, object>. When I load this back, it doesn't seem to find the reference and creates a new Gameobject with the component on it. I think ES3 is saving the object with its values, has "_type", &...
- Sun Mar 20, 2022 4:45 pm
- Forum: General Discussion
- Topic: LoadInto overwrite reference
- Replies: 5
- Views: 1355
LoadInto overwrite reference
Hello, In my game, for various reasons, I am saving components of prefabs manually using Save on each component. When I load this data back, I instantiate the prefab relating to the component myself, and then use LoadInto to override the data with the saved data. However as I understand it, this als...
- Sat Feb 19, 2022 12:58 pm
- Forum: General Discussion
- Topic: Upgrading Unity Project - es3postprocessor crash
- Replies: 17
- Views: 4488
Re: Upgrading Unity Project - es3postprocessor crash
Thanks, send you a PM with the project. I've worked around it for now by just adding a "blacklisted references" to the ES3ReferenceMgr, that just checks if the objs is in this list and doesn't add it if it is.
- Fri Feb 18, 2022 2:07 pm
- Forum: General Discussion
- Topic: Upgrading Unity Project - es3postprocessor crash
- Replies: 17
- Views: 4488
Re: Upgrading Unity Project - es3postprocessor crash
I think I have found the issue. There appears to be some kind of conflict with Easy Save and Rewired's Input Manager. If I remove Rewired Manager from the scene, no crash. If I add it back in, crash. I have managed to replicate this in a new project also. Is there a way for me to exclude generating ...
- Fri Feb 18, 2022 1:39 pm
- Forum: General Discussion
- Topic: Upgrading Unity Project - es3postprocessor crash
- Replies: 17
- Views: 4488
Re: Upgrading Unity Project - es3postprocessor crash
I am also having this exact issue after upgrading to 2021.2.8f1. It's something to do with the Easy Save manager references. If I turn on Auto add references, I get a crash on play. If I turn this off and manually hit refresh in the manager, crash. But I also cannot recreative it in a new project. T...
- Tue Feb 16, 2021 1:19 pm
- Forum: General Discussion
- Topic: Runtime added component being loaded with different reference
- Replies: 0
- Views: 5391
Runtime added component being loaded with different reference
Hello, Bit of a convoluted one- I have a runtime instantiated object, which instantiates some more child objects onto itself, including individual components onto the child objects. These objects, and the components on them are tracked within a list on the parent object. I am saving the parent gameO...
- Wed Jan 27, 2021 12:49 pm
- Forum: General Discussion
- Topic: Optimal Save Method
- Replies: 2
- Views: 1047
Re: Optimal Save Method
Doh! Sorry, somehow missed this!
Thanks.
Thanks.
- Wed Jan 27, 2021 12:37 pm
- Forum: General Discussion
- Topic: Optimal Save Method
- Replies: 2
- Views: 1047
Optimal Save Method
Hello, I am looking for guidance on what the optimal way of saving an object is. My current issue is that I am trying to save a list of prefab instances. I can save this list directly with e.g: ES3.Save("citizens", citizenGameobjects; But this leads to a lot of repeated and redundant infor...
- Mon Jan 18, 2021 4:22 pm
- Forum: General Discussion
- Topic: Prefab child changes not being loaded
- Replies: 1
- Views: 811
Prefab child changes not being loaded
Hello, I have an issue where the changes I make to the child of an instantiated prefab are not being loaded back into the child object, but it is being instantiated twice, once with the default values, and then again with the changed values. To clarify, the parent gameobject is loaded fine, but the ...