when saving value types let's say int or float, etc. if the value is equal to zero, can ES3 simply ignored this value? because in this way, it can reduce the size of the saved file. and reduce the loading time when games are started.
thanks.
Search found 11 matches
- Tue Jul 14, 2020 6:21 am
- Forum: Feature Requests
- Topic: - Post your Feature Requests in this thread -
- Replies: 85
- Views: 111981
- Mon May 25, 2020 9:59 am
- Forum: General Discussion
- Topic: is there a way to set default saving file?
- Replies: 2
- Views: 1222
Re: is there a way to set default saving file?
Solved my problem, thanks.
- Mon May 25, 2020 8:58 am
- Forum: General Discussion
- Topic: is there a way to set default saving file?
- Replies: 2
- Views: 1222
is there a way to set default saving file?
hi, I have a question about the default saving file, and I can't a way to change it. the question is whenever I save or load a key I need to put the filepath in params list. this is a little inconvenient. so does ES3 have some way to change the current saving file path? let's say ES3.currentFile = &...
- Mon Jun 10, 2019 4:04 am
- Forum: General Discussion
- Topic: Auto add Easy Save 3 Manager GameObject to a scene.
- Replies: 3
- Views: 2498
Auto add Easy Save 3 Manager GameObject to a scene.
Hi,
I don't tick the "Auto Add Manager to Scene" option on the Settings panel. but ES3 still add this GameObject to my scene. is this a bug?
I'm using the newest of ES3.
I don't tick the "Auto Add Manager to Scene" option on the Settings panel. but ES3 still add this GameObject to my scene. is this a bug?
I'm using the newest of ES3.
- Tue Jan 29, 2019 6:29 am
- Forum: General Discussion
- Topic: Could I save data in this way?
- Replies: 2
- Views: 1778
Re: Could I save data in this way?
I changed the code in this way, it works right now. thanks.
writer.WritePrivateField("CurrentHealth", instance.GetComponent<Health>());
writer.WritePrivateField("CurrentHealth", instance.GetComponent<Health>());
- Mon Jan 28, 2019 11:41 am
- Forum: General Discussion
- Topic: Could I save data in this way?
- Replies: 2
- Views: 1778
Could I save data in this way?
hi, I have written the abilities of my character in separate classes, and I need to save some values of those classes, for example, the Health of the character. so I write some codes in below, but it can't work. any help will be greatly appreciated. protected override void WriteComponent(object obj,...
- Sat Dec 15, 2018 10:32 am
- Forum: General Discussion
- Topic: How to control which fields can be saved or not?
- Replies: 2
- Views: 1768
Re: How to control which fields can be saved or not?
it works very well. thank you.
- Sat Dec 15, 2018 8:38 am
- Forum: General Discussion
- Topic: How to control which fields can be saved or not?
- Replies: 2
- Views: 1768
How to control which fields can be saved or not?
a script I wrote has some public fields which I don't want to save in files. and I don't want to change them to private fields.
so are there any attributes can do this or something?
so are there any attributes can do this or something?
- Wed Sep 19, 2018 3:40 am
- Forum: General Discussion
- Topic: how can i solve the warning message?
- Replies: 3
- Views: 2578
Re: how can i solve the warning message?
I am using Unity 2018.3.0b1 and I have been tried to import Easy Save 3.03 to a new Project. the problem is still there.
maybe this problem has just happened in Unity 2018.3x.
maybe this problem has just happened in Unity 2018.3x.
- Tue Sep 18, 2018 8:55 am
- Forum: General Discussion
- Topic: how can i solve the warning message?
- Replies: 3
- Views: 2578
how can i solve the warning message?
I have just updated to version 2.03, and a warning message was shown in console window: Assembly "Assembly-CSharp-firstpass" could not be found. If you are using Assembly Definition Files, you should delete this assembly from the "Assemblies containing ES3Types" list in Window > ...