Hello! Hope everyone's doing well and healthy!
So apart from local save solution which I'm using this, I got <omitted> for cloud saving (saving to Google Game Services/Game Center) too. I like plugins with the word 'Easy' at the front
I'm still thinking of how to integrate this. Does anyone have any suggestions?
What I have in mind was, extract data from an ES3.savefile as one long string using System.IO, convert it to byte array and use EMP to store it on the cloud.
Then on fresh installation, once I've gotten the data from the cloud, convert the byte array back to a normal looong string, open an ES3.savefile and using System.IO delete everything on it and replace it with the string.
[Edit01]
What I mentioned above is copy/pasting everything (all data) as a string using System.IO. So I don't think there will be an error in reading it from ES3 functions since I'm not changing any formats/structures. But what if I want to save to cloud just 1 item? How do I format it in a way so that when I download everything back into an ES3.savefile I can read from it normally?
Easy Save 3 Help Needed (solved)
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- Posts: 29
- Joined: Sat Mar 21, 2020 2:17 pm
Easy Save 3 Help Needed (solved)
Last edited by Johnny Star on Thu Aug 27, 2020 7:44 am, edited 2 times in total.
Re: Easy Save 3 with Easy Mobile Pro Cloud Saving Help Needed
Hi there, and thanks for getting in contact.
There's information on integrating with other storage APIs here:
https://docs.moodkie.com/easy-save-3/es ... rage-apis/
All the best,
Joel
There's information on integrating with other storage APIs here:
https://docs.moodkie.com/easy-save-3/es ... rage-apis/
All the best,
Joel
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- Posts: 29
- Joined: Sat Mar 21, 2020 2:17 pm
Re: Easy Save 3 Help Needed
Thanks for getting back!
I didn't know about this thanks for pointing it out
I have a question. I apologies beforehand I'm a bit stupid.
It states:
Saving as a string or byte array
With the code:
Does that mean that if I want to save it as a bytes array, I only have to do this:
Also, what is the "transform" string supposed to represent? Isn't 'this.tranform' refers to an object's Pos, Rot and Scale?
I didn't know about this thanks for pointing it out
I have a question. I apologies beforehand I'm a bit stupid.
It states:
Saving as a string or byte array
With the code:
Code: Select all
var cacheSettings = new ES3Settings(ES3.Location.Cache);
ES3.Save("transform", this.transform, cacheSettings);
byte[] bytes = ES3.LoadRawBytes(cacheSettings);
Code: Select all
var cacheSettings = new ES3Settings(ES3.Location.Cache);
byte[] bytes = ES3.LoadRawBytes(cacheSettings);
Re: Easy Save 3 Help Needed
Hi there,
That is what you need to do to get serialised data as a byte array so that the storage API you're using can save it.
With regards to what the "transform" string represents in the ES3.Save call, this is the key. You can find out more about this in the Getting Started guide:
https://docs.moodkie.com/easy-save-3/getting-started/
All the best,
Joel
That is what you need to do to get serialised data as a byte array so that the storage API you're using can save it.
With regards to what the "transform" string represents in the ES3.Save call, this is the key. You can find out more about this in the Getting Started guide:
https://docs.moodkie.com/easy-save-3/getting-started/
All the best,
Joel
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- Posts: 29
- Joined: Sat Mar 21, 2020 2:17 pm
Re: Easy Save 3 Help Needed
Oh!
So example what I'm doing now is this to save my coins:
But if I want to integrate with a third-party plugin, I have to do this:
Am I correct?
[Edit01]
Under Location I don't see Cache. Is it Memory?
[Edit02]
So I updated. Apparently, Cache was not yet added in my version.
But after updating it, what is this Global Reference thing? I'm backing up my game on source control and eventhough I have not made any changes to my game scene, ES3 seems to be adding/changing some things in my scene? Sorry I'm scared to update things because of this. As idk what is happening under the hood and I'm afraid of my project breaking.
So example what I'm doing now is this to save my coins:
Code: Select all
ES3.Save<int>("collectableGoldCoin", collectableGoldCoin);
Code: Select all
var cacheSettings = new ES3Settings(ES3.Location.Cache);
ES3.Save<int>("collectableGoldCoin", collectableGoldCoin, cacheSettings);
byte[] bytes = ES3.LoadRawBytes(cacheSettings);
// --> Proceed to save the 'bytes' with a third-party plugin.
[Edit01]
Under Location I don't see Cache. Is it Memory?
Code: Select all
public enum Location { File, PlayerPrefs, Memory, Resources };
So I updated. Apparently, Cache was not yet added in my version.
But after updating it, what is this Global Reference thing? I'm backing up my game on source control and eventhough I have not made any changes to my game scene, ES3 seems to be adding/changing some things in my scene? Sorry I'm scared to update things because of this. As idk what is happening under the hood and I'm afraid of my project breaking.
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- Posts: 29
- Joined: Sat Mar 21, 2020 2:17 pm
Re: Easy Save 3 Help Needed
Working great so far for now. Thanks @Joel for the help!