Search found 51 matches
- Tue Dec 26, 2023 4:43 pm
- Forum: General Discussion
- Topic: Loading child objects
- Replies: 20
- Views: 4948
Re: Loading child objects
Yes, I am right clicking (as mentioned it saves it in the save file, I can find it I only do 1 door at the moment so easy to find it) I am saving the same way as the prefabinstances...I have tried both (adding only the interior door child) public List<Transform> doorValues = new List<Transform>(); A...
- Mon Dec 25, 2023 4:43 pm
- Forum: General Discussion
- Topic: Loading child objects
- Replies: 20
- Views: 4948
Re: Loading child objects
Not sure what the error was referencing, I removed all scripts rom all objects and started over with ES3prefab and savedestroy and it seems to have went away. Anyway, My door is in parts, a parent with the scripts on it, and a child that is the "interior door" that actually opens and close...
- Sun Dec 24, 2023 7:21 pm
- Forum: General Discussion
- Topic: alphaHitTestMinimumThreshold
- Replies: 4
- Views: 1295
Re: alphaHitTestMinimumThreshold
Since that post was long I just used reply instead of edit... I am not sure this was the best solution but I deleted the es3type_image (since I don't need it at all) and the error went away and I am able to now save and load fine. Searched the forums and even found the saveactive script that I incor...
- Sun Dec 24, 2023 5:35 pm
- Forum: General Discussion
- Topic: alphaHitTestMinimumThreshold
- Replies: 4
- Views: 1295
Re: alphaHitTestMinimumThreshold
I have read all that. What I am saying is I am still getting this error which is from easy save and refers to one for the prefabinstances. However I have goner through all the ones I could find and set all textures to write and it still happens. I do not need any textures saved but it appears it is ...
- Sat Dec 23, 2023 9:47 pm
- Forum: General Discussion
- Topic: alphaHitTestMinimumThreshold
- Replies: 4
- Views: 1295
alphaHitTestMinimumThreshold
alphaHitTestMinimumThreshold should not be modified on a texture not readeable or not using Crunch Compression I was reading another thread about this similar but I have so many textures and so many prefabs, is there any way to just tell es3 to NOT save textures at all? Like in the ES3 type or somet...
- Sat Dec 23, 2023 2:35 am
- Forum: General Discussion
- Topic: Loading child objects
- Replies: 20
- Views: 4948
Re: Loading child objects
I wIll have to come back to this. I am having a similar issue with my doors as well. A parent with the door script and is the frame, as child that is the door, it is not saving the childs transform open values even using the es3prefab on the parent and es3gameobject on thje child with transform chec...
- Thu Dec 21, 2023 3:42 pm
- Forum: General Discussion
- Topic: Loading child objects
- Replies: 20
- Views: 4948
Loading child objects
I read a few posts about similar, and I am still having an issue. (I did manage to fix my other about the in scene items we were dealing with, and setting an ES3type on the collectable scripts I was able to save ammo counts on boxes and weapons dropped) I create a list at start where all AI will sit...
- Tue Dec 19, 2023 7:38 pm
- Forum: General Discussion
- Topic: Prefabs
- Replies: 9
- Views: 1725
Re: Prefabs
OK, so you think this is good then? (all prefabs are es3prefabs) Already on scene objects only when it loads I have the savedestroy. For the ones that get instantiated I have a method that adds them to the prefabinstantiate list. Once I pick it up, I remove it from the list and destroy it from the s...
- Tue Dec 19, 2023 2:56 pm
- Forum: General Discussion
- Topic: Prefabs
- Replies: 9
- Views: 1725
Re: Prefabs
I can do that, but then how do I go about instantiating them? add something like add component so the new ones now get a new ID? OK so I tested and I can pick up and drop and it seems to work (not a fan of saving as soon as they pick up). However the newly instantiated ones will not have a GUID now....
- Mon Dec 18, 2023 3:05 pm
- Forum: General Discussion
- Topic: Prefabs
- Replies: 9
- Views: 1725
Re: Prefabs
But I can't. There are more than 1 of the same placed item in the scene. 3 cans of food in the scene, these cans will have the same GUID since they use the same prefab. They pick up 1, it adds that guid to the destroy save file, on load it will delete all of them since they have the same GUID. Or 10...