Search found 10 matches
- Tue Jan 11, 2022 8:07 am
- Forum: General Discussion
- Topic: Error when saving System.Random.
- Replies: 2
- Views: 704
Re: Error when saving System.Random.
Thanks Joel. I guess UnityEngine.Random cannot be saved either. I think that's why I opted for System.Random some time ago. I'll probably not use this workaround as my game is producing huge amount of random numbers and iterate through milions or bilions to restore the state seems scary :-) I'll pro...
- Mon Jan 10, 2022 4:00 pm
- Forum: General Discussion
- Topic: Error when saving System.Random.
- Replies: 2
- Views: 704
Error when saving System.Random.
Hello, after upgrade to Unity 2021.2.7 I am getting this error (using latest version of Easy Save 3.4.0): MissingMemberException: A private field named inext does not exist in the type System.Random It happens when I call: ES3.Save<System.Random>(... And this is the problematic method in ES3Writer c...
- Thu Oct 08, 2020 9:57 am
- Forum: Feature Requests
- Topic: Binary Formatting
- Replies: 5
- Views: 8979
Re: Binary Formatting
With regards to creating shortcuts for type strings, this isn't too difficult to implement at our end. If you private message me your invoice number I can send over a package which does this. All the best, Joel Thank you Joel, but no need to sending me an update as I am not in hurry (long developme...
- Wed Oct 07, 2020 6:29 am
- Forum: Feature Requests
- Topic: Binary Formatting
- Replies: 5
- Views: 8979
Re: Binary Formatting
Hello Joel, Thanks for detailed explanation, I understand that. But maybe you could still consider my suggestion in post above. I'm asking, because save files in my RPG game go easily above 20MB and I'm quite woried that average player can produce 100+ saves (there are also auto saves during game), ...
- Tue Oct 06, 2020 8:46 pm
- Forum: Feature Requests
- Topic: Binary Formatting
- Replies: 5
- Views: 8979
Re: Binary Formatting
Hello, Are there any plans to implement this feature? I understand it's quite complex and time consuming, but what about some soft version, like replacing most common types with some short codes? Some two digit code instead of "System.Int32", translating it in input and output from diction...
- Tue Oct 06, 2020 1:58 pm
- Forum: General Discussion
- Topic: How to reduce save and load times
- Replies: 18
- Views: 6130
Re: How to reduce save and load times
I do. But I probably used same settings also for different loading which deleted the file. My fault.
Thanks again.
Thanks again.
- Tue Oct 06, 2020 12:53 pm
- Forum: General Discussion
- Topic: How to reduce save and load times
- Replies: 18
- Views: 6130
Re: How to reduce save and load times
But it just deletes file I stored to the disk with StoreCachedFile
I guess there is no need to clean memory then?ES3.StoreCachedFile(fileName, settings: saveSettings)
ES3.DeleteFile(fileName, settings: saveSettings);
- Tue Oct 06, 2020 9:35 am
- Forum: General Discussion
- Topic: How to reduce save and load times
- Replies: 18
- Views: 6130
Re: How to reduce save and load times
Thanks, but it was my previous setup. Now I use cache files and here I am not sure if this is enough:
No cleaning at the end necessary?
Code: Select all
ES3.CacheFile(fileName, settings: saveSettings);
bool result = ES3.Load<bool>(loadKey, fileName, saveSettings);
- Tue Oct 06, 2020 9:05 am
- Forum: General Discussion
- Topic: How to reduce save and load times
- Replies: 18
- Views: 6130
Re: How to reduce save and load times
Hello, It's great that it's possible to have more cached files for loading at the same time. I have game save file opened and meantime some other stuff is being loaded from different files. But I've been wondering if I should do some cleaning once loading from cached file is done? Before, when using...
- Mon Mar 18, 2019 3:20 pm
- Forum: General Discussion
- Topic: Load big text file with Easy Save
- Replies: 1
- Views: 1455
Load big text file with Easy Save
Hello, I have text file with 50k+ rows and want to load it and save every row to ingame C# Dictionary. Where Row1 in text file is dictionary Key, Row2 is dictionary Value, and so on. I already use ES3 to save and load games and been wondering if it's good idea use it for this case too? Not sure what...