Search found 3 matches
- Wed May 26, 2021 4:52 pm
- Forum: General Discussion
- Topic: InvalidCastException: Specified cast is not valid.
- Replies: 1
- Views: 524
InvalidCastException: Specified cast is not valid.
This is my error. <b>gameobject</b> (writing property) --<b>__type</b> (writing property) --<b>value</b> (writing property) InvalidCastException: Specified cast is not valid. This is my code: public void SaveBtn() { ES3.Save("gameobject", Cubey); // Cubey is just a cube Debug.Log("Sav...
- Tue May 25, 2021 7:18 pm
- Forum: General Discussion
- Topic: Loading Runtime-Generated ScriptableObjects
- Replies: 5
- Views: 1211
Re: Loading Runtime-Generated ScriptableObjects
Hi there, Are you saving your CardData ScriptableObjects being saved separately? Fields of UnityEngine.Object types are stored by reference, and a reference to runtime-generated objects will no longer exist when you leave the scene, so they need to be stored separately to ensure they're saved by va...
- Sat May 22, 2021 6:19 pm
- Forum: General Discussion
- Topic: does not work after exiting build
- Replies: 1
- Views: 531
does not work after exiting build
Non autosave (for a single gameobject) works fine within the build but after I close down the application, reopen it and then 'load', the loaded gameobject does not reload. I have tried multiple methods from the manual including saving and loading the easy save manager. Could do with some help