Hi there,Hi Joel, thanks for the assistance unfortunately the issue seems to be when using a pooling system from another asset called Poolboss, when loading a scene it auto spawns all the prefabs in the pool list when auto saved. Is there any help you can possibly provide with this? I fear that it may be an issue which neither asset creator can provide support for if they both conflict with each other...
Just to clarify, I added the es3 component by right clicking the prefab, selecting easy save, selecting the option to enable easy save.
Aside from this everything works amazing and im excited to use the tool as it makes saving a breeze, I just have this concern about pooling in the project. Thanks!
I understand. In this case it wouldn't be possible for Auto Save to distinguish between those objects in the pool and those in use, so it would be necessary to use code instead so you can define which prefab instances you want to save. If you're using pooling, you would also need to ensure that the pooling system is creating instances of the prefab rather than Easy Save.
There's an example of something similar in this example:
https://moodkie.com/forum/viewtopic.php?f=16&t=1438
Instead of using Unity's Instantiate method as showing in this example, you would instead use your pooling system's instantiate method. Let me know if you have any questions and I'll be happy to assist.
All the best,
Joel