Hi there,
It looks like you're using an old version of Unity Visual Scripting (current version is 1.8.0). You will need to use 1.5.2 or newer as IncludeInSettings wasn't included before this version (you can update from Window > Package Manager).
All the best,
Joel
Search found 4863 matches
- Wed Mar 20, 2024 4:40 pm
- Forum: General Discussion
- Topic: Textures being loaded from another scenes
- Replies: 8
- Views: 5428
- Wed Mar 20, 2024 3:42 pm
- Forum: General Discussion
- Topic: Textures being loaded from another scenes
- Replies: 8
- Views: 5428
Re: Textures being loaded from another scenes
Hi there,
Lists of primitives are fine. Only objects which derive from UnityEngine.Object (e.g. GameObjects, ScriptableObjects, MonoBehaviours, etc) will be saved and loaded by reference
All the best,
Joel
Lists of primitives are fine. Only objects which derive from UnityEngine.Object (e.g. GameObjects, ScriptableObjects, MonoBehaviours, etc) will be saved and loaded by reference
All the best,
Joel
- Wed Mar 20, 2024 12:23 pm
- Forum: General Discussion
- Topic: Textures being loaded from another scenes
- Replies: 8
- Views: 5428
Re: Textures being loaded from another scenes
Hi there, This usually means that there is an Easy Save 3 Manager in your scene which is automatically gathering the dependencies of your scene so that they can has a persistent ID assigned to them in order to save and load them by reference. For this reason sometimes Unity will attribute memory usa...
- Tue Mar 19, 2024 2:52 pm
- Forum: General Discussion
- Topic: How to build out without build keeping saves?
- Replies: 11
- Views: 3755
Re: How to build out without build keeping saves?
I'm not sure what you mean by "clear the SO data", could you clarify? If you mean just clear the data you've saved regarding ScriptableObjects you can use ES3.DeleteKey to delete individual keys if you've saved your SO data to a separate key. All the best, Joel yeah sorry it's kind of har...
- Tue Mar 19, 2024 8:27 am
- Forum: General Discussion
- Topic: Pause Auto Save Feature
- Replies: 1
- Views: 2214
Re: Pause Auto Save Feature
Hi there, As you've noted, you would just set the Save Event and Load Event to None. This will stop Auto Save from doing anything unless you manually trigger Auto Save using code. But also note that Auto Save do anything unless you've selected things in the Auto Save window. So if you're not ready t...
- Tue Mar 19, 2024 8:24 am
- Forum: General Discussion
- Topic: How to build out without build keeping saves?
- Replies: 11
- Views: 3755
Re: How to build out without build keeping saves?
I'm not sure what you mean by "clear the SO data", could you clarify?
If you mean just clear the data you've saved regarding ScriptableObjects you can use ES3.DeleteKey to delete individual keys if you've saved your SO data to a separate key.
All the best,
Joel
If you mean just clear the data you've saved regarding ScriptableObjects you can use ES3.DeleteKey to delete individual keys if you've saved your SO data to a separate key.
All the best,
Joel
- Mon Mar 18, 2024 8:26 am
- Forum: General Discussion
- Topic: How to build out without build keeping saves?
- Replies: 11
- Views: 3755
Re: How to build out without build keeping saves?
Hi there, Glad you managed to get that working :) To clear your save data on build you would use Unity's OnPreprocessBuild event: https://docs.unity3d.com/ScriptReference/Build.IPreprocessBuildWithReport.OnPreprocessBuild.html This might look something like this: using UnityEditor; using UnityEditor...
- Sun Mar 17, 2024 8:57 am
- Forum: General Discussion
- Topic: How to build out without build keeping saves?
- Replies: 11
- Views: 3755
Re: How to build out without build keeping saves?
Hi there, What platform are you building for? If you're building for standalone Windows player then the persistent data folder is the same location as the Windows editor (this is only the case for Windows and all other platforms use separate locations). In this case you would need to manually delete...
- Tue Mar 12, 2024 8:46 am
- Forum: General Discussion
- Topic: Saving a list of gameobjects with only floats gives errors
- Replies: 2
- Views: 2271
Re: Saving a list of gameobjects with only floats gives errors
Hi there, Your two ES3.Save calls are using the same key. This means that you're just overwriting the float you're saving with the int you're saving. So when you come to load the float, the data will instead be the int that you've saved, which is why you're getting that error. Usually you would appe...
- Wed Mar 06, 2024 6:31 pm
- Forum: General Discussion
- Topic: How can i save a list of gameobjects?
- Replies: 11
- Views: 4514
Re: How can i save a list of gameobjects?
Thanks Notso :) @Recktardeded: Just to double-check, have you followed the Saving and Loading GameObjects guide? I had assumed you had, but I suspect you might not have (this is the workflow Notso is describing): https://docs.moodkie.com/easy-save-3/es3-guides/saving-loading-gameobjects-prefabs/ Hel...