I have a few questions as reflections is not my cup of tea.
Here is what I did:
I wanna save a scriptable object a very simple one:
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using UnityEngine;
[CreateAssetMenu(fileName = "DataRecord", menuName = "Antonis/DataRecord", order = 2)]
public class DatabaseSO : ScriptableObject
{
public string[] title = new []{"gr","en","ge"};
public float latitude, longitude;
public float range;
[TextArea(12, 12)]
public string[] description = new []{"gr","en","ge"};
}
At first I used
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[ES3Serializable]
1. Was that script created because I went into the type menu or was it the [ES3Serializable] that did this?
2. Was I wrong to do any of those? Would it work automatically too? Should I remove the ES3UserType_DatabaseSO?
3. It does work but I need to set the stripping to LOW to have a file load. Is that normal?
4. I realize that if I want to save I need to have the ES3 Manager on the scene but loading doesn't require that. Correct?
5. Suggestion Add a ES.ClearPesistentDataFiles() method so that we can purge all data from script. I implemented my own.
6. I notice it takes time to show the "Made by Unity" splash logo now (android). Could it be due to this plugin? I can't remember if it did this before.
7. I notice it take 2 scene saves in a row to make the unsaved symbol (*) go away in the inspector. Is this normal?
Once again, kudos for the solid, awesomely structured work mate. I need to find some free time to look into reflections as this
is a great example of those, I also need to figure out how the assembly works fine even thought you have this in plugins folder which should result in a different assembly. Nice tricks you got there.