Search found 39 matches

by robotSmith
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...
by robotSmith
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...
by robotSmith
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.
by robotSmith
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...
by robotSmith
Fri Apr 02, 2021 12:35 am
Forum: General Discussion
Topic: Load a sprite created at runtime
Replies: 13
Views: 2728

Re: Load a sprite created at runtime

Sent :)
by robotSmith
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...
by robotSmith
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...
by robotSmith
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...
by robotSmith
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...