Thks a lot Joel for the fast reply!
Have a great Sunday, cheers
Search found 8 matches
- Sat Jun 16, 2018 2:09 pm
- Forum: General Discussion
- Topic: Build project - runInEditMode error
- Replies: 2
- Views: 2239
- Sat Jun 16, 2018 4:34 am
- Forum: General Discussion
- Topic: Build project - runInEditMode error
- Replies: 2
- Views: 2239
Build project - runInEditMode error
Hi Joe, Getting below messages when building my project Assets/Easy Save 3/Types/ES3Type_ValuesPlayer.cs(24,51): error CS1061: Type `ValuesPlayer' does not contain a definition for `runInEditMode' and no extension method `runInEditMode' of type `ValuesPlayer' could be found. Are you missing an assem...
- Sun May 13, 2018 3:38 pm
- Forum: General Discussion
- Topic: Easy Auto Save - when applied to several gameobjects
- Replies: 4
- Views: 3489
Re: Easy Auto Save - when applied to several gameobjects
Hi Joe,
- Im currently using ES v3.0 from asset store
- I did delete old save, as well as refresh references
- just PM. When running game in Unity Editor, you will get the error message right away
Thks!
- Im currently using ES v3.0 from asset store
- I did delete old save, as well as refresh references
- just PM. When running game in Unity Editor, you will get the error message right away
Thks!
- Sun May 13, 2018 12:44 pm
- Forum: General Discussion
- Topic: Easy Auto Save - when applied to several gameobjects
- Replies: 4
- Views: 3489
Re: Easy Auto Save - when applied to several gameobjects
Hi again, - Below full message :) - Tried with a clean project, and it works normally. ArgumentNullException: Argument cannot be null. Parameter name: s long.Parse (string) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Int64.cs:458) ES3Internal.ES3JSONReader.Read_long () (at Ass...
- Sun May 13, 2018 2:21 am
- Forum: General Discussion
- Topic: Easy Auto Save - when applied to several gameobjects
- Replies: 4
- Views: 3489
Easy Auto Save - when applied to several gameobjects
Hi again Joe, After doing some more testing, I realize that if several gameobjects have auto save component, only 1 gameobject will have its values saved - 2 Gameobjects A and B in hierarchy. Both have autosave. Both have same script with some variables - When saving/loading, only gameobject A will ...
- Thu May 03, 2018 1:43 pm
- Forum: General Discussion
- Topic: ES3 Autosave: GameObject active/not + prefab
- Replies: 4
- Views: 3895
Re: ES3 Autosave: GameObject active/not + prefab
Hi Joe, Also would you be able to let me know where you're instantiating the prefab, as I don't appear to be able to find where this is happening. -> Im using a visual scripting asset called Blox. In the hierachy theres a GameObject called Run script with a component called Blox container (if you do...
- Wed May 02, 2018 5:39 am
- Forum: General Discussion
- Topic: ES3 Autosave: GameObject active/not + prefab
- Replies: 4
- Views: 3895
Re: ES3 Autosave: GameObject active/not + prefab
Hi Joe, Thanks for the fast reply! Sorry, my explanation was not very clear. I have sent you a PM. - I have a prefab "Cube", with ES3 autosave script & ES3 prefab script attached + variable called HP - In the project I sent you, you will have 2 cubes when play in Unity editor - Trying ...
- Tue May 01, 2018 2:53 pm
- Forum: General Discussion
- Topic: ES3 Autosave: GameObject active/not + prefab
- Replies: 4
- Views: 3895
ES3 Autosave: GameObject active/not + prefab
Hi guys, Just started using EasySave 3. Love the autosave feature! Have been looking for an easy way to implement a save/load system in my game. 2 Questions please: 1/ Is it possible for autosave to remember if GameObject is enable or not? 2/ Autosave doesnt seem to work with prefab (I did enable th...