Search found 9 matches

by DeliInteractive
Wed Jun 29, 2022 5:14 pm
Forum: Feature Requests
Topic: Handling of change of field or key type
Replies: 3
Views: 8658

Re: Handling of change of field or key type

If you're using ES3Types you would simply need to edit the ES3Type you've created so that it uses your new class name. Absolutely, and we are using ES3UserTypes. They're super duper slick. I've also noticed that if I serialize a list of base class type by value, it can deserialize correctly into it...
by DeliInteractive
Wed Jun 29, 2022 5:08 pm
Forum: General Discussion
Topic: How to handle type changes?
Replies: 12
Views: 4997

Re: How to handle type changes?

Manufacture43-Daniel wrote: Fri Sep 11, 2020 8:13 am If I get the time, I'll implement the change myself and put the diffs here.
Hi there! Was this ever implemented? We'd be really interested in something like the feature you've described in this post. Saves evolve sometimes! :D
by DeliInteractive
Wed Jun 29, 2022 2:07 am
Forum: Feature Requests
Topic: Handling of change of field or key type
Replies: 3
Views: 8658

Re: Handling of change of field or key type

Hi Joel! First: we love love love the tool you've built! We're looking to release a game into early access which will utilize EasySave 3. Because of the iterative nature of development, we expect save data to occasionally change shape. Supporting a similar feature to [FormerlySerializedAs] for us wo...
by DeliInteractive
Sat May 14, 2022 1:43 am
Forum: General Discussion
Topic: Saved List of Custom Class Not Loading Correctly
Replies: 1
Views: 552

Saved List of Custom Class Not Loading Correctly

Hi Joel, Recently we've run into an issue with Easy Save in our project when trying to save a List of a custom class in our game ("Item"). Up until now this worked perfectly fine for saving lists of "items" in our player's inventory by saving the Player Prefab itself with an &quo...
by DeliInteractive
Fri Oct 01, 2021 5:57 pm
Forum: General Discussion
Topic: EasySave adds over 4 million lines to scene file
Replies: 3
Views: 1151

Re: EasySave adds over 4 million lines to scene file

Hey Joel! We did indeed try updating Easy Save and optimizing references, and unfortunately it had no affect on the crazy scene size or in speeding up the increasingly slow editor. With that said, we did recently try deleting the Easy Save Manager and re-added it it via "Add Manager to Scene&qu...
by DeliInteractive
Wed Sep 29, 2021 6:34 pm
Forum: General Discussion
Topic: EasySave adds over 4 million lines to scene file
Replies: 3
Views: 1151

EasySave adds over 4 million lines to scene file

Hi again! We love EasySave but are struggling with an extremely slow and bloated scene file. Changes to the scene, saving the scene, and changes to prefabs that are in the scene, can take minutes to propagate. I inspected our main scene file and found one or two key-value-pairing data structures att...
by DeliInteractive
Mon Sep 20, 2021 9:38 pm
Forum: General Discussion
Topic: Does your game use Easy Save? Let us know!
Replies: 32
Views: 304502

Re: Does your game use Easy Save? Let us know!

We're the developers of Camp Canyonwood and Easy Save 3 has served us quite well so far!

https://store.steampowered.com/app/1374 ... anyonwood/
by DeliInteractive
Mon Sep 20, 2021 8:46 pm
Forum: General Discussion
Topic: Manual Cache Clearing
Replies: 1
Views: 789

Manual Cache Clearing

Just had a quick question about memory management with the cache. Is clearing the cache something we need to actively do in-game when loading multiple times during a play session or is that automatically handled by the tool itself? If we do need to clear the cache manually, how would we go about doi...
by DeliInteractive
Sat Feb 27, 2021 4:13 am
Forum: General Discussion
Topic: Problems with saving SpriteRenderers
Replies: 3
Views: 1298

Problems with saving SpriteRenderers

We just bought the tool and we've found an issue with saving and loading GameObjects with SpriteRenderer components on them. In our case, we found that, when non-standard materials were attached to specific sprite renderers, the objects would load with untextured default materials. In attempting to ...