Attempting To Save With Automatic Save Structure

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General Jewel
Posts: 10
Joined: Tue Jun 16, 2015 4:24 pm

Re: Attempting To Save With Automatic Save Structure

Post by General Jewel »

Hello hope you are well. Just a quick question if there is a landscape that is generated by perlin noise and the player is allowed to place and remove blocks ( like minecraft ) which is done by a raycast when it hits a surface it creates a block or alternatively when it hits a surface it removes a block.

Which example is best to save something like this? Thank you.
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Joel
Moodkie Staff
Posts: 4846
Joined: Wed Nov 07, 2012 10:32 pm

Re: Attempting To Save With Automatic Save Structure

Post by Joel »

Creating an Automatic Save Structure is the best example to use for this. Of course, you will need to customise it for your exact project, but it should give you the basics.

We're actually working on an Editor extension at the moment which will allow you to achieve the same thing without any coding. We're hoping to have this released in January, assuming that our initial testing goes well. In the meantime however, this example is the best way to go.

All the best,
Joel
General Jewel
Posts: 10
Joined: Tue Jun 16, 2015 4:24 pm

Re: Attempting To Save With Automatic Save Structure

Post by General Jewel »

Joel wrote:Creating an Automatic Save Structure is the best example to use for this. Of course, you will need to customise it for your exact project, but it should give you the basics.

We're actually working on an Editor extension at the moment which will allow you to achieve the same thing without any coding. We're hoping to have this released in January, assuming that our initial testing goes well. In the meantime however, this example is the best way to go.

All the best,
Joel
That sounds good was this extension released?
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Joel
Moodkie Staff
Posts: 4846
Joined: Wed Nov 07, 2012 10:32 pm

Re: Attempting To Save With Automatic Save Structure

Post by Joel »

Hi there,

We're still working on it, and it's at the top of our priority list. Our schedule was delayed slightly as we've been working on compatibility for Unity 5.4. However, it's now mostly complete, and we're now in the testing phase.

All the best,
Joel
Joel @ Moodkie Interactive
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