data that is actually being changed is fine and its at the top of the file all the time:
Code: Select all
"ScenePositions" : {
"__type" : "UnityEngine.Vector3[],UnityEngine.CoreModule",
"value" : [
{
"x" : 114.635986,
"y" : -0.69,
"z" : 0
},{
"x" : 132.156,
"y" : -0.69,
"z" : 0
},{
ETC....
empty space between it and closing bracket (})
it will have empty space like this, and will increase it over time:
Code: Select all
"PoppyHouse_isHouseOpen" : {
"__type" : "System.Boolean",
"value" : true
--> empty space
}
Code: Select all
if (hasCameraMoved)
{
hasCameraMoved = false;
ES3.Save<Vector3>("CameraSavedPosition", Camera.main.transform.position);
#if UNITY_EDITOR
Debug.Log("[EDITOR] Saving camera and paralax layers positions");
#endif
for (int i = 0; i < skyParts.Length; i++)
{
savedSkyPositions[i] = skyParts[i].localPosition;
}
ES3.Save<Vector3[]>("SkyLayersPositions", savedSkyPositions);
ES3.Save<List<int>>("SkyLayerOrder", skyLayerOrder);
for (int i = 0; i < middlegroundParts.Length; i++)
{
savedMiddlegroundPositions[i] = middlegroundParts[i].localPosition;
}
ES3.Save<Vector3[]>("MiddlegroundPositions", savedMiddlegroundPositions);
ES3.Save<List<int>>("MiddlegroundLayerOrder", middlegroundLayerOrder);
for (int i = 0; i < sceneParts.Count; i++)
{
savedScenePositions[i] = sceneParts[i].localPosition;
}
ES3.Save<Vector3[]>("ScenePositions", savedScenePositions);
ES3.Save<List<int>>("SceneLayerOrder", sceneLayerOrder);
}
return;
}