AutoSave in Script not working with Unity 5.5.03f
Posted: Wed Feb 01, 2017 7:58 am
Let me first state that I'm already in contact with Joel about this issue but I'm curious if there is maybe an older build of Unity that makes it work.
Goal: Save Prefab generated at runtime with its mesh.
As long as I use theobject in my scene to handle autosaving everything works perfectly fine, my Prefab gets correctly restored including its Mesh.
But if I manually call
and still use the object in my scene to do the loading the save file seems to get corrupt and does not save the meshes of my prefabs anymore.
This results in the prefabs getting created but without their mesh.
Is anybody running a Unity build where this works?
Working correctly when NOT using the API[/b]
http://imgur.com/a/BLDO7
Broken when using the API[/b]
http://imgur.com/a/u1yla
Goal: Save Prefab generated at runtime with its mesh.
As long as I use the
Code: Select all
ES2 Auto Save Manager
But if I manually call
Code: Select all
GameObject.Find("ES2 Auto Save Manager").GetComponent<ES2AutoSaveManager>().Save();
Code: Select all
ES2 Auto Save Manager
This results in the prefabs getting created but without their mesh.
Is anybody running a Unity build where this works?
Working correctly when NOT using the API
Code: Select all
ES2 Auto Save Manager
http://imgur.com/a/BLDO7
Broken when using the API
Code: Select all
GameObject.Find("ES2 Auto Save Manager").GetComponent<ES2AutoSaveManager>().Save();
http://imgur.com/a/u1yla