Search found 8 matches

by vikramapilla
Fri Jun 24, 2022 11:29 am
Forum: General Discussion
Topic: Storing the save logic in a file on WebGL
Replies: 1
Views: 557

Storing the save logic in a file on WebGL

Hi Joel,

as the ES3 uses PlayerPrefs to store the cache to a file on WebGL and it has a limit of <= 1MB, are there other alternatives to store the save logic locally and load it back to the cache on WebGL?
by vikramapilla
Sun May 29, 2022 6:35 pm
Forum: General Discussion
Topic: Problems with WebGL Build
Replies: 5
Views: 1012

Re: Problems with WebGL Build

Hello Joel, I am still unsure if it is a Unity error or ES3's. When I enable exceptions for the WebGL build, my scene works absolutely fine without any errors on the console. However, if I set the exceptions to "None" in Publishing Settings, and run the scene on the browser - there are err...
by vikramapilla
Tue May 24, 2022 3:44 pm
Forum: General Discussion
Topic: Problems with WebGL Build
Replies: 5
Views: 1012

Re: Problems with WebGL Build

Thanks for your answers. I can confirm that the exception is caused by ES3 because when I make a release WebGL build with disabled exceptions and without the ES3 system, the scene runs fine without any errors. As soon as I add ES3 to the scene, and build it again to run, the scene doesn't load, an e...
by vikramapilla
Mon May 23, 2022 6:02 pm
Forum: General Discussion
Topic: Problems with WebGL Build
Replies: 5
Views: 1012

Problems with WebGL Build

Hi Joel, recently I have been facing some issues with using the ES3 system on WebGL. 1. Where is the data stored on WebGL when the storage type is "Cache"? 2. What is the max data ES3 can save on WebGL? 3. Does ES3 tend to be slower on development build, with exception settings as "Th...
by vikramapilla
Tue Mar 08, 2022 9:58 am
Forum: General Discussion
Topic: Saving Children and Changing GameObject Save Type
Replies: 3
Views: 849

Re: Saving Children and Changing GameObject Save Type

Thanks for your answer, Joel. Appreciate the quick answer. Is there a way I can save selected components/fields without using AutoSave? I am looking for a save type that can ignore certain components. For example, if I choose to save a game object, then all of its children must be saved, however, it...
by vikramapilla
Tue Mar 08, 2022 8:49 am
Forum: General Discussion
Topic: References between two GameObjects
Replies: 2
Views: 564

Re: References between two GameObjects

Thanks for your quick answer. I can confirm that it works like a charm! :)
by vikramapilla
Tue Mar 08, 2022 8:48 am
Forum: General Discussion
Topic: Saving Children and Changing GameObject Save Type
Replies: 3
Views: 849

Saving Children and Changing GameObject Save Type

Hi Joel, I have two questions regarding saving a game object and its children. I already used the ES3.Save<GameObject>() , it works very well to save including the children components. However, I faced two issues while using this method. When I saved >150 game objects, the save was pretty slow, even...
by vikramapilla
Thu Mar 03, 2022 8:22 pm
Forum: General Discussion
Topic: References between two GameObjects
Replies: 2
Views: 564

References between two GameObjects

Hi Joel, I have a custom class ReferenceHolder that contains a field called copyObject . In this copyObject field I store reference of a gameObject. For example, I have two gameObjects A and B , with A having a copyObject reference to B and vice-versa. These gameObjects are deleted during runtime. W...