Search found 39 matches
- Sat Apr 03, 2021 7:25 pm
- Forum: General Discussion
- Topic: What are the best practices for using player actioned Save and Load (buttons)?
- Replies: 3
- Views: 893
What are the best practices for using player actioned Save and Load (buttons)?
Hello hello, In my game the player chooses when to Save and when to Load. I am wondering how are other people doing this and if there are best practices or common ways other people chose to deal with this. Right now my approach is this: The player can save (or load) whenever they want using a Save b...
- Sat Apr 03, 2021 12:40 am
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Re: Load a sprite created at runtime
Thanks a lot Joel! It's working great! Let me tell you what I did: - I upgraded Easy Save 3 with the new package you sent (appreciate it!) - When the player hits Save I'm iterating through the Dictionary that holds the object that holds the Sprite (not ideal to iterate a Dictionary but it's fairly s...
- Fri Apr 02, 2021 4:13 pm
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Re: Load a sprite created at runtime
Ah, I see. I thought by you meant that the Sprite would work but just the pivot was wrong (and the Sprite would still show up). Okay, sent you the invoice number.
- Fri Apr 02, 2021 3:09 pm
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Re: Load a sprite created at runtime
Thanks for the quick turnaround Joel! Ref: texture. You are correct, I had it as the one from the SpriteRenderer, but in the current "workflow" (which is only for testing) I'm changing the SpriteRenderer.sprite first, and then I press save, which saves the Texture (I'm assuming) from the c...
- Fri Apr 02, 2021 12:35 am
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
- Thu Apr 01, 2021 8:55 pm
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Re: Load a sprite created at runtime
That's correct. The sprite does not exist before runtime, it's created dynamically when the game is running. The texture is created first and then the sprite. I tried this: Sprite sprite = CameraMerger.Instance.MergeSprites(spriteArray); ES3.Save<Sprite>("MergedImage", sprite); (stop the P...
- Thu Apr 01, 2021 7:25 pm
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Re: Load a sprite created at runtime
Okay, I tried a couple of things. - Saving and load shows the sprite (via breakpoint) if I have not exited the game (I'm using editor mode still). - As soon as I stop the Play mode, and start the game again, the sprite will be null (but no error) - I simplified the testing to narrow down the options...
- Thu Apr 01, 2021 6:39 pm
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Re: Load a sprite created at runtime
Hi Joel, Thank you for the prompt answer. About the first question: I have read the ability to save Sprites and Textures, however, I'm not directly saving the Sprite and Texture, I'm saving the dictionary that holds the object that holds the Sprite (which holds the texture). ES3.Save("Dictionar...
- Thu Apr 01, 2021 5:05 pm
- Forum: General Discussion
- Topic: Load a sprite created at runtime
- Replies: 13
- Views: 2728
Load a sprite created at runtime
Hello, I have two questions: - I would like to know how can I load sprites that were created at runtime. - Any reason why when "Loading", sometimes some ScriptableObject variables were wiped out. Specifically Sprite and Material when being part of a struct. They were assigned pre-play, and...