Search found 5054 matches
- Mon Nov 25, 2024 9:43 am
- Forum: General Discussion for Easy Save 3
- Topic: Can I exclude destroyed instantiated prefab components?
- Replies: 2
- Views: 1557
Re: Can I exclude destroyed instantiated prefab components?
Hi there, How are you saving and loading your prefab instances? If you destroy your prefab instances and then re-save, the prefab instances should no longer be in the save data. If this isn't a case then it would indicate an issue with your logic. If you can replicate your issue in a new project wit...
- Mon Nov 25, 2024 9:40 am
- Forum: General Discussion for Easy Save 3
- Topic: Parent of RectTransform is being set with parent property
- Replies: 7
- Views: 4138
Re: Parent of RectTransform is being set with parent property
Sorry to necro but I'm encountering this again with version 3.5.19, although the package manager shows 3.5.18. Attached is a screenshot of the package manager. Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argumen...
- Sat Nov 23, 2024 9:05 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,
Generally you should be saving and loading the GameObject with separate ES3.Save/Load calls, not from within the ES3UserType for Module. However it's hard to provide further advice without being able to see a new project with a simple scene sent via moodkie.com/repro.
All the best,
Joel
Generally you should be saving and loading the GameObject with separate ES3.Save/Load calls, not from within the ES3UserType for Module. However it's hard to provide further advice without being able to see a new project with a simple scene sent via moodkie.com/repro.
All the best,
Joel
- Fri Nov 22, 2024 9:50 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, Just to clarify, you're modifying ES3ComponentType? You shouldn't modify Easy Save's source files and we can't provide support for this. If this is the case, I recommend reverting Easy Save back to it's unmodified form and explaining what you're trying to achieve so that we can find an app...
- Fri Nov 22, 2024 9:47 am
- Forum: General Discussion for Easy Save 3
- Topic: Conflicting ES3AutoSaveMgr components
- Replies: 2
- Views: 1464
Re: Conflicting ES3AutoSaveMgr components
Hi there,
You just need to call Save() on the specific ES3AutoSaveMgr Component that you want to trigger Save() for, rather than using ES3AutoSaveMgr.Current.
All the best,
Joel
You just need to call Save() on the specific ES3AutoSaveMgr Component that you want to trigger Save() for, rather than using ES3AutoSaveMgr.Current.
All the best,
Joel
- Fri Nov 22, 2024 9:45 am
- Forum: General Discussion for Easy Save 3
- Topic: Adding new references to older save files
- Replies: 6
- Views: 2845
Re: Adding new references to older save files
In short, instantiated objects seem to work because when they're loaded, they're tracked, when they destroy they are just no longer saved, and initial scene objects don't work that way because they're not tracked in a similar way, Did I finally get it? Almost, but I think you're overcomplicating th...
- Thu Nov 21, 2024 9:33 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, I tried testing in an empty scene: the prefab instaniated, but it is at the top level in the object hierarchy. Are you marking the GameObject's Transform Component to be saved in Auto Save? It's the Transform which determines the parent/child relationship in Unity. And I still get the warn...
- Thu Nov 21, 2024 9:25 am
- Forum: General Discussion for Easy Save 3
- Topic: Adding new references to older save files
- Replies: 6
- Views: 2845
Re: Adding new references to older save files
I'm still a little confused on what you mean about prefabs being destroyed. In my game a user can buy a workbench which spawns a prefab, move it, save the game and exit, resume the game and sell the object (destroy), and if they save and load again, that object is correctly stayed destroyed. Doesn'...
- Wed Nov 20, 2024 3:31 pm
- Forum: General Discussion for Easy Save 3
- Topic: Adding new references to older save files
- Replies: 6
- Views: 2845
Re: Adding new references to older save files
Hi there, Adding new objects to a scene shouldn't affect existing save data, or references which already exist. But if you're modifying objects which are in the save data you should test that your modified objects still work with the pre-existing save data. For example if you've saved a GameObject w...
- Tue Nov 12, 2024 8:44 am
- Forum: General Discussion for Easy Save 3
- Topic: Local Save Selection in Unity WebGL with Easy Save 3
- Replies: 4
- Views: 3565
Re: Local Save Selection in Unity WebGL with Easy Save 3
Hi there,
In this case you would use ES3.SaveRaw to save the data to the cache and then load from there.
I.e.
All the best,
Joel
In this case you would use ES3.SaveRaw to save the data to the cache and then load from there.
I.e.
Code: Select all
var settings = new ES3Settings(ES3.Location.Cache);
ES3.SaveRaw(bytes, settings);
vat data = ES3.Load<Type>("key", settings);
Joel