Search found 5054 matches
- Fri Dec 20, 2024 10:46 am
- Forum: General Discussion for Easy Save 3
- Topic: Question about using auto save with constructed game objects
- Replies: 2
- Views: 1791
Re: Question about using auto save with constructed game objects
Hi there, Do I need to manually attach an ES3Prefab to each of these in the editor If you wanted to add an ES3Prefab Component by code you would need to use the following code: var es3Prefab = Undo.AddComponent<ES3Prefab>(go); es3Prefab.GeneratePrefabReferences(); and then manually choose what gets ...
- Thu Dec 19, 2024 2:52 pm
- Forum: General Discussion for Easy Save 3
- Topic: Load is not working.
- Replies: 1
- Views: 1356
Re: Load is not working.
Hi there, and apologies for the delayed response, it seems that we've not been getting all notifications of new threads.
Please could you provide more information on how it's not loading? Easy Save will throw an error if it encounters any issues. Your code appears to be working fine at our end.
Please could you provide more information on how it's not loading? Easy Save will throw an error if it encounters any issues. Your code appears to be working fine at our end.
- Thu Dec 19, 2024 2:48 pm
- Forum: General Discussion for Easy Save 3
- Topic: ES3Spreadsheet GetCell and SetCell Add "" to Data Containing Spaces
- Replies: 7
- Views: 4684
Re: ES3Spreadsheet GetCell and SetCell Add "" to Data Containing Spaces
Hi there, ES3Spreadsheet.GetCell adds quotation marks "" when it reads entries that contain a space. Please could you create a script which I can drop into a new scene in a new project which replicates this issue? I don't appear to be able to replicate this at my end. The problem is that t...
- Sun Dec 08, 2024 8:36 am
- Forum: General Discussion for Easy Save 3
- Topic: When I use ES3.Load<Texture2D>() ,I get :FormatException: Input string was not in a correct format.
- Replies: 2
- Views: 1681
Re: When I use ES3.Load<Texture2D>() ,I get :FormatException: Input string was not in a correct format.
Hi there, I've not seen anything like this before, though my best guess is that the text encoding of the file is different to the one being loaded. This is most commonly because the file has been manually modified in a text editor and saved using an encoding other than UTF8. In this case deleting th...
- Mon Dec 02, 2024 8:54 am
- Forum: Feature Requests for Easy Save 3
- Topic: Allow automatic serialization after manual serialization in ES3Types
- Replies: 0
- Views: 2846
Allow automatic serialization after manual serialization in ES3Types
Status
Requested
Complexity
7/10
Description
Allow a custom ES3Type to manually make Write calls, and then use reflection to save the rest of the fields.
Requested
Complexity
7/10
Description
Allow a custom ES3Type to manually make Write calls, and then use reflection to save the rest of the fields.
- Thu Nov 28, 2024 9:44 am
- Forum: General Discussion for Easy Save 3
- Topic: How to minimize time when loading multiple photos?
- Replies: 1
- Views: 1452
Re: How to minimize time when loading multiple photos?
Hi there, Firstly, how are you getting your Texture bytes? If they're uncompressed then that is going to be an extremely large amount of data so will always be slow (this will be limited by your hardware rather than Easy Save). Secondly, have you followed the Improving Performance guide? This shows ...
- Wed Nov 27, 2024 3:23 pm
- Forum: General Discussion for Easy Save 3
- Topic: about Error "Could not extract GUID in text file"
- Replies: 22
- Views: 24191
Re: about Error "Could not extract GUID in text file"
Hi there,
Please could you send it to me using the form at moodkie.com/repro.
Many thanks,
Joel
Please could you send it to me using the form at moodkie.com/repro.
Many thanks,
Joel
- Wed Nov 27, 2024 10:12 am
- Forum: General Discussion for Easy Save 3
- Topic: AutoSave: Prefabs are not instantiated
- Replies: 11
- Views: 4005
Re: AutoSave: Prefabs are not instantiated
Hi there, Hey, I meant something like that, inside ES3UserType: For this method I need to store the "manual" saves in a different location, since (I assume) you have FileShare.None under the hood when you create a FileStream to access the save file. As previously mentioned, you shouldn't c...
- Tue Nov 26, 2024 9:32 am
- Forum: General Discussion for Easy Save 3
- Topic: AutoSave: Prefabs are not instantiated
- Replies: 11
- Views: 4005
Re: AutoSave: Prefabs are not instantiated
Hi there, Double Load() doesn't seem like a "natural" solution. It's the only solution if you just want to exclusively use Auto Save and not our Save and Load API. It's a system designed to save GameObjects and their Components using a UI, so it has its limitations. I tried putting ES3.Loa...
- Mon Nov 25, 2024 10:08 am
- Forum: General Discussion for Easy Save 3
- Topic: AutoSave: Prefabs are not instantiated
- Replies: 11
- Views: 4005
Re: AutoSave: Prefabs are not instantiated
Thanks for sending that over. When I modified your project to load twice the Module reference of of the Module slot loaded fine and Hello from WeaponModule3 was outputted correctly. To do this I set the Load event in Auto Save to None and then added this script to a GameObject in your scene: using U...