Search found 8 matches
- Mon Feb 08, 2021 6:06 pm
- Forum: General Discussion
- Topic: Save different properties for same component
- Replies: 2
- Views: 679
Re: Save different properties for same component
Okay, thank you for your (very) quick response!
- Mon Feb 08, 2021 5:50 pm
- Forum: General Discussion
- Topic: Save different properties for same component
- Replies: 2
- Views: 679
Save different properties for same component
Hello, I have a question about saving components. Let's say that for every Material component, I don't want to save the color, but for one GameObject, I want to save the color of its material. If I want to save the color for every objects, I can check the 'color' box in the settings for the Material...
- Sun Jan 17, 2021 2:00 pm
- Forum: General Discussion
- Topic: Saving and loading RawString with compression
- Replies: 4
- Views: 1138
Re: Saving and loading RawString with compression
Hi Joel, Actually, the issue was in my C# code, when I load the string. I was using ES3.SaveRaw(), but with the compression setting, so basically, I was compressing an already compressed file, and that's why the load method could not work. And I just realized that it's in my plugin that I should com...
- Sun Jan 17, 2021 12:56 pm
- Forum: General Discussion
- Topic: Saving and loading RawString with compression
- Replies: 4
- Views: 1138
Re: Saving and loading RawString with compression
I tried using these settings, but I can't get it working on a real device (iOS). Saving throws no error, but when I try to load the file, I get the following error : FormatException: Cannot load from file because the data in it is not JSON data, or the data is encrypted. My code in C# is the followi...
- Sun Jan 17, 2021 10:37 am
- Forum: General Discussion
- Topic: Saving and loading RawString with compression
- Replies: 4
- Views: 1138
Saving and loading RawString with compression
Hello, I was wondering if it's possible to combine compression with saving/loading as RawString ? :geek: I need to save and load from ES3 as RawString (or RawBytes, if necessary), to send and load the data to an iOS Plugin. For now, I'm only using saving as RawString, and sending that string to my p...
- Mon Jan 11, 2021 11:19 am
- Forum: General Discussion
- Topic: Save GameObject Manually
- Replies: 4
- Views: 1354
Re: Save GameObject Manually
Thank you very much!
I only tried this on a real device, I guess that's why I didn't get the errors in the Xcode console.
Thank you for your time and the great tool,
Eric
I only tried this on a real device, I guess that's why I didn't get the errors in the Xcode console.
Thank you for your time and the great tool,
Eric
- Fri Jan 08, 2021 5:06 pm
- Forum: General Discussion
- Topic: Save GameObject Manually
- Replies: 4
- Views: 1354
Re: Save GameObject Manually
Hi,
I sent you my Unity project, and I don't get any error or warnings in the console.
Thank you,
Eric
I sent you my Unity project, and I don't get any error or warnings in the console.
Thank you,
Eric
- Fri Jan 08, 2021 11:51 am
- Forum: General Discussion
- Topic: Save GameObject Manually
- Replies: 4
- Views: 1354
Save GameObject Manually
Hello, I created a very simple game where I have a cube, and I change its color at runtime like so: cube.GetComponent<MeshRenderer>().material.color = color; I also have two buttons to save and load my cube. I save and load like this: public void SaveCube(GameObject cube) { ES3.Save("cube"...