a lot of Basic Questions no one understand

Discussion and help for Easy Save 3
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Chadedala
Posts: 2
Joined: Fri Aug 28, 2020 7:38 am

a lot of Basic Questions no one understand

Post by Chadedala »

Hello Joel, and best Greetings :)

I forgot my other account here, it's been too long.

A foreword: The documentation of EasySave is still a disaster, a nightmare of biblical proportions. It would be nice if you could at least do a 10 minute Basic Toturial on Youtube, how the BASIC FUNCTIONS work. Nobody really sees what you write in the documentary. My suggestion would be to make a kind of Toturial here in the forum, at least from this post, so that you understand how to save something.

1 - after switching (there is no other way) from ES2 to ES3 nothing works anymore. All commands like ES2.Save(Playaer.transform.position, "PlayerPosition") are ignored. Only "easy3.savefile" does not work anymore, it is 1 Kb in size and that's it.

2. It is not possible to individually save a position of a game object (only the position).

3. There is no description anywhere and it is absolutely unclear how I save an active scene. In ES2 this was: es2.save(SceneManager.GetActiveScene().name, "MyScene");

here this is no longer possible. Only an ES3.save file is created. Also my string names - are not available.

4. saving an Int does not work either. I use:
ES3.Save(Player.Ammo, "PlayerAmmo") nothing comes out of it.
only one ES3Savefile. Nothing more. "PlaerAmmo" is not existing in the save folder.

So there are no stats loadable. What the savefile.es3 contains at all is unclear. It is only 1 byte large.

I would like a detailed example script for the following things:

1 - save active scene, load active scene again (Please NO AUTOSAVE! Please by script, by hand, with single program lines, thank you very much )

2. store an int so that it is stored separately (e.g. as "MeingespeicherterInt" as ES2 handled it.

Same please for:
a bool, and the position of a game object, just the position,
not LoadInto, but only the position in the world.

Please do this per single program lines.
Please also tell me how I can teach ES3 to load it again.

The following attempts have failed:
ES3.Save("MyInt", "MyInt")
ES3.Save(MyInt, "MyInt")

at Bools, I didn't even try to continue. In short: it does not store anything at all.

IMPORTANT. I don't want to add the "Auto Save Manager" to my scenes. It must work without it (if only because I don't want to save every single asset there, it doesn't make sense to save all trees and everything in the scene separately, because I don't need all data as a save).

and please, please please please, make sure you have a decent Toturial.
It really is a nightmare. The documentation is just terrible.
Really bad. No wonder that so many helplessly ask here how anything is scripted. A short Toturial, at least for the basic functions, doesn't do that much work, but helps a lot of people.

Best Greetings, thank you for your Time and i am looking forward to an answer.
Chadedala.
PS: Deepl translated.

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Joel
Moodkie Staff
Posts: 2971
Joined: Wed Nov 07, 2012 10:32 pm

Re: a lot of Basic Questions no one understand

Post by Joel »

Hi Chadedala,
1 - after switching (there is no other way) from ES2 to ES3 nothing works anymore. All commands like ES2.Save(Playaer.transform.position, "PlayerPosition") are ignored. Only "easy3.savefile" does not work anymore, it is 1 Kb in size and that's it.
Just to clarify, Easy Save is not compatible with Easy Save 3. They are different ways of operating. If you wish to continue using your Easy Save 2 save file, you should continue using Easy Save 2.
2. It is not possible to individually save a position of a game object (only the position).

3. There is no description anywhere and it is absolutely unclear how I save an active scene. In ES2 this was: es2.save(SceneManager.GetActiveScene().name, "MyScene");
For basic usage of Easy Save 3 I recommend checking out the Getting Started guide:
http://docs.moodkie.com/easy-save-3/getting-started/

If there is anything missing from this guide for you then please let me know.

A lot of your issues seem to be because you have the parameters for ES3.Save the wrong way around. The first parameter is the key, and the second parameter is the data you are saving.

For example, to save the active scene:

Code: Select all

ES3.Save("MyScene", SceneManager.GetActiveScene().name);
And then to load it:

Code: Select all

SceneManager.LoadScene(ES3.Load<string>("MyScene"));
IMPORTANT. I don't want to add the "Auto Save Manager" to my scenes. It must work without it (if only because I don't want to save every single asset there, it doesn't make sense to save all trees and everything in the scene separately, because I don't need all data as a save).
Every object in the manager is not saved. These are stored in the manager in order to maintain reference IDs and you do not need to do anything with this.
A short Toturial, at least for the basic functions, doesn't do that much work, but helps a lot of people.
As mentioned previously, this is covered in our getting started guide:
http://docs.moodkie.com/easy-save-3/getting-started/

All the best,
Joel
Joel @ Moodkie Interactive
Twitter - Unity

Chadedala
Posts: 2
Joined: Fri Aug 28, 2020 7:38 am

Re: a lot of Basic Questions no one understand

Post by Chadedala »

Hello Joel.

Ah, off course i understand.
Tested and work.

hm.
There is now the Question left. how i can save a Position of a GameObject ?
I see just this "loadGameObject" Function. But ... in ES2Save i used the transform.position.

can you please write me a short Example for ?

And if i understand right: than is just the "ES3SaveFile" all what contains every Save in my Game, not
anymore a lot of singel Data like ES2 Save ?

best Greetings.
PS: can really be explained better, there missing some examples. But Forum helps.

Best Greetings, and thank you for your Help!!
Chadedala.

User avatar
Joel
Moodkie Staff
Posts: 2971
Joined: Wed Nov 07, 2012 10:32 pm

Re: a lot of Basic Questions no one understand

Post by Joel »

Hi Chadedala,

You can save and load the position of a GameObject in the same way as any other data. I.e.

Code: Select all

ES3.Save("position", gameObject.transform.position);
gameObject.transform.position = ES3.Load<Vector3>("position");
PS: can really be explained better, there missing some examples.
Could you let me know how it could be explained better, or what you've had difficulty understanding so I can try to improve the docs?
And if i understand right: than is just the "ES3SaveFile" all what contains every Save in my Game, not
anymore a lot of singel Data like ES2 Save ?
I'm afraid I don't understand what you mean by this. Could you clarify?

All the best,
Joel
Joel @ Moodkie Interactive
Twitter - Unity

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