Hi there,
Have you created your own ES3Type for GameObject? If so, you will need to delete this and use the default ES3Type for it as otherwise you won't have any ReadInto functionality.
All the best,
Joel
Search found 4855 matches
- Tue Apr 09, 2024 7:43 am
- Forum: General Discussion
- Topic: Error when using reader.ReadInto<GameObject> inside an ES3Type
- Replies: 7
- Views: 426
- Mon Apr 08, 2024 4:40 pm
- Forum: General Discussion
- Topic: Error when using reader.ReadInto<GameObject> inside an ES3Type
- Replies: 7
- Views: 426
Re: Error when using reader.ReadInto<GameObject> inside an ES3Type
Hi there,
Please could you show me Assets/Easy Save 3/Types/ES3UserType_SpawnPoints.cs, as this is the ES3Type which is triggering it. Also just to check, have you modified ES3UserType_SpawnPoints.cs at all?
All the best,
Joel
Please could you show me Assets/Easy Save 3/Types/ES3UserType_SpawnPoints.cs, as this is the ES3Type which is triggering it. Also just to check, have you modified ES3UserType_SpawnPoints.cs at all?
All the best,
Joel
- Fri Apr 05, 2024 7:57 am
- Forum: General Discussion
- Topic: Error when using reader.ReadInto<GameObject> inside an ES3Type
- Replies: 7
- Views: 426
Re: Error when using reader.ReadInto<GameObject> inside an ES3Type
Hi there,
Please could you show me the error message with full stack trace so I can see on what lines the error is occurring.
All the best,
Joel
Please could you show me the error message with full stack trace so I can see on what lines the error is occurring.
All the best,
Joel
- Thu Apr 04, 2024 8:47 am
- Forum: General Discussion
- Topic: How to save/load a list of instances (GameObject) in an ES3ComponentType?
- Replies: 4
- Views: 328
Re: How to save/load a list of instances (GameObject) in an ES3ComponentType?
Hi there, Fields of UnityEngine.Object type (or Collections of UnityEngine.Object type) will be saved by reference, not by value. In your case you would either need to save your List of GameObjects using a separate ES3.Save call to ensure that they're saved by value and reference, or you would need ...
- Wed Apr 03, 2024 1:46 pm
- Forum: General Discussion
- Topic: How to save/load a list of instances (GameObject) in an ES3ComponentType?
- Replies: 4
- Views: 328
Re: How to save/load a list of instances (GameObject) in an ES3ComponentType?
Hi there,
If you have a field which is a List<GameObject> you should just be able to navigate to your Component in the Easy Save 3 > Types window and select that field, which will automatically create the ES3Type. You shouldn't need to create your own ES3ComponentType.
All the best,
Joel
If you have a field which is a List<GameObject> you should just be able to navigate to your Component in the Easy Save 3 > Types window and select that field, which will automatically create the ES3Type. You shouldn't need to create your own ES3ComponentType.
All the best,
Joel
- Wed Apr 03, 2024 8:14 am
- Forum: General Discussion
- Topic: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
- Replies: 5
- Views: 317
Re: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
Hi there, A large reference would be an object which has a wide or deep serialisation depth (i.e. an object which has a lot of Components/children, or an object which has a large number of external dependencies, such as one which references many prefabs which are also deep/wide). Because the changes...
- Tue Apr 02, 2024 8:21 am
- Forum: General Discussion
- Topic: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
- Replies: 5
- Views: 317
Re: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
Thanks Craig, By default Easy Save updates any references for changed objects in these events, and lag would usually indicate one of these objects is quite large. However, you can disable this by going to Tools > Easy Save 3 > Settings and unchecking When changes are made underneath Editor Settings ...
- Mon Apr 01, 2024 8:28 am
- Forum: General Discussion
- Topic: [Bug] Losing reference to a shared reference on load(?)
- Replies: 4
- Views: 449
Re: [Bug] Losing reference to a shared reference on load(?)
Hi there,
Are you getting any warnings in the console when you save or load?
Also what does ItemData derive from? Only objects which derive from UnityEngine.Object (e.g. MonoBehaviours, ScriptableObjects, etc) can be saved by reference.
All the best,
Joel
Are you getting any warnings in the console when you save or load?
Also what does ItemData derive from? Only objects which derive from UnityEngine.Object (e.g. MonoBehaviours, ScriptableObjects, etc) can be saved by reference.
All the best,
Joel
- Mon Apr 01, 2024 8:25 am
- Forum: General Discussion
- Topic: Get Type of data
- Replies: 3
- Views: 258
Re: Get Type of data
Thanks for doing that. The equivalent in ES3 is to use the ES3.Load overload which doesn't have a generic parameter. I.e. System.Object obj = ES3.Load("key"); Or alternatively just set the generic parameter to System.Object: System.Object obj = ES3.Load<System.Object>("key"); All...
- Sun Mar 31, 2024 8:46 am
- Forum: General Discussion
- Topic: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
- Replies: 5
- Views: 317
Re: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
Hi there,
We now require all users to set the order/invoice number in their profile. Please could you do so using the instructions here so I can provide support:
https://moodkie.com/forum/viewtopic.php?t=3014
All the best,
Joel
We now require all users to set the order/invoice number in their profile. Please could you do so using the instructions here so I can provide support:
https://moodkie.com/forum/viewtopic.php?t=3014
All the best,
Joel