Search found 7 matches
- Wed Sep 29, 2021 5:54 am
- Forum: General Discussion
- Topic: manually saving values vs references of non-monobehaviours
- Replies: 3
- Views: 825
Re: manually saving values vs references of non-monobehaviours
I am relatively new to the product - how do I ultimatley store this all in one file so that it is easy to rebuild the single object then? Ie, everything that I need to save is contained in the "Game" class, some of which I need reference IDs for, and some values, and sometimes one object c...
- Mon Sep 27, 2021 12:19 pm
- Forum: General Discussion
- Topic: manually saving values vs references of non-monobehaviours
- Replies: 3
- Views: 825
manually saving values vs references of non-monobehaviours
Hello, The data I want to save is all contained withing a class called Game, which does not inherit from monobehaviour. Among other things it saves a list of instantiated scriptable objects which are bluerints for weapons. These need to be saved as values not references as they are procedurally modi...
- Sun Sep 29, 2019 5:22 am
- Forum: General Discussion
- Topic: StackOverflowException - how to save circular references?
- Replies: 1
- Views: 1190
StackOverflowException - how to save circular references?
I have a Cell class with a field of type CellNeighbours (neither are MonoBehaviours). This class holds a list of cells. If I add both of these types and have Cell save neighbours and neighbours save cells, I get a stack overflow - It doesn't seem that ES3 saves these by referenceID in the graph? I h...
- Thu Jun 28, 2018 9:54 am
- Forum: General Discussion
- Topic: Saving references to types in game with a complex save state
- Replies: 3
- Views: 2679
Re: Saving references to types in game with a complex save s
Hey Joel, Thanks for the reply, and that's good to know about interfaces now! :) Can I just clarify that I understand correctly: I have three GameObject instantiated at runtime from Prefabs called 'Person', with a MonoBehavior on them called Person. These three Persons are employed at a Building (Wi...
- Sun Jun 24, 2018 11:04 am
- Forum: General Discussion
- Topic: Saving references to types in game with a complex save state
- Replies: 3
- Views: 2679
Saving references to types in game with a complex save state
Hello, I'm making a tycoon style game, and various objects currently save lists which reference people, etc, sometimes via a particular component or interface type. In order to save these references, I am looking for help for a best practice pattern. I have a few questions: [*] I need to be able to ...
- Wed May 16, 2018 7:13 am
- Forum: General Discussion
- Topic: Advice? 2 states to save - Level Editor map and a game state
- Replies: 3
- Views: 2896
Re: Advice? 2 states to save - Level Editor map and a game s
Thanks for the quick reply Joel.
Off the top of your head should I also use both files to fully restore save game, or simply manage to different ways of saving and loading level?
I feels there's advantages to both approaches?
Off the top of your head should I also use both files to fully restore save game, or simply manage to different ways of saving and loading level?
I feels there's advantages to both approaches?
- Mon May 14, 2018 9:15 pm
- Forum: General Discussion
- Topic: Advice? 2 states to save - Level Editor map and a game state
- Replies: 3
- Views: 2896
Advice? 2 states to save - Level Editor map and a game state
Hi There, I have a unity game which has an in-game runtime level editor, which currently saves out levels to XML, this was written in C# using it's native XML serialisation. The approach saves each 'WorldObject' (the parent class for every individual gameObject) to a small container class, with only...