Search found 3168 matches

by Joel
Wed Jan 20, 2021 10:00 pm
Forum: General Discussion
Topic: Background Thread Error
Replies: 6
Views: 689

Re: Background Thread Error

Hi there,

Your ES3.Save call is saving to the default file, but your ES3.StoreCachedFile is storing to a file in streamingAssetsPath called Storage.es3. You should use the same parameters for both.

All the best,
Joel
by Joel
Wed Jan 20, 2021 8:47 pm
Forum: General Discussion
Topic: Background Thread Error
Replies: 6
Views: 689

Re: Background Thread Error

Hi there, The first parameter of the ES3.StoreCachedFile method is a filePath, which can be an absolute path, or a relative path (which will be relative to Application.persistentDataPath). Regarding your error, please could you show me the code you're using to store data in the cache (or put a file ...
by Joel
Wed Jan 20, 2021 5:40 pm
Forum: General Discussion
Topic: Saving a whole scene Question
Replies: 4
Views: 5

Re: Saving a whole scene Question

Hi there,

This is covered in the Saving and Loading GameObjects guide:
https://docs.moodkie.com/easy-save-3/es ... s-prefabs/

All the best,
Joel
by Joel
Wed Jan 20, 2021 4:21 pm
Forum: General Discussion
Topic: Saving a whole scene Question
Replies: 4
Views: 5

Re: Saving a whole scene Question

Hi there,

You can save the entire GameObject with Save GameObject children enabled in settings, but be aware that this will save the entire hierarchy which could be performance intensive for so many GameObjects.

All the best,
Joel
by Joel
Wed Jan 20, 2021 1:16 pm
Forum: Code Examples
Topic: REQUEST EXAMPLES AND TUTORIALS HERE
Replies: 14
Views: 12587

Re: REQUEST EXAMPLES AND TUTORIALS HERE

Hi there, There's examples of cloud saving in the cloud saving guide, and also a project in the Examples: https://moodkie.com/forum/viewtopic.php?f=16&t=1436 There's an example of a project using Auto Save in the Examples: https://moodkie.com/forum/viewtopic.php?f=18&t=1468 Regarding saving and load...
by Joel
Wed Jan 20, 2021 11:44 am
Forum: General Discussion
Topic: Messing up references when regenerating prefabs
Replies: 13
Views: 119

Re: Messing up references when regenerating prefabs

Thanks for sending that over, much appreciated. The issue is because you're destroying the parent before loading. Because this object exists in the scene prior to runtime, it is not a prefab instance. Therefore a reference with that ID will still exist in the reference manager with the value of null...
by Joel
Wed Jan 20, 2021 8:30 am
Forum: General Discussion
Topic: Noob beginner question: how do you get a file?
Replies: 4
Views: 21

Re: Noob beginner question: how do you get a file?

Hi Rafa,

Clearing the file essentially just deletes the file anyway, but a few extra steps are performed. So ES3.DeleteFile is preferable.

All the best,
Joel
by Joel
Tue Jan 19, 2021 7:07 pm
Forum: General Discussion
Topic: Messing up references when regenerating prefabs
Replies: 13
Views: 119

Re: Messing up references when regenerating prefabs

I still have an issue where if I modify my prefabs those local refs break and I can't load by ref the parent relationship of children that were nested under children within the prefab anymore. If you're able to private message me a new project with a basic scene which replicates this I'm happy to l...
by Joel
Tue Jan 19, 2021 6:41 pm
Forum: General Discussion
Topic: Messing up references when regenerating prefabs
Replies: 13
Views: 119

Re: Messing up references when regenerating prefabs

Hi there,

Copying and pasting the reference manager was only necessary in earlier versions of Easy Save 3 where we didn't have a global reference manager. Just to check, do you have global references disabled in the Easy Save settings?

All the best,
Joel
by Joel
Tue Jan 19, 2021 5:56 pm
Forum: General Discussion
Topic: Auto save - load from file issue
Replies: 1
Views: 20

Re: Auto save - load from file issue

Hi there, This means that the data in the file is not in the expected format. First I recommend deleting any existing save data by going to Tools > Easy Save 3 > Clear Persistent Data Path. if this doesn't resolve the issue, please could you create a new project with a basic scene which replicates t...