When I reduced what was saved to exclusively the two dictionaries it did as expected fortunately. Seems I was attempting to save a static reference to an instance which may have been causing an issue to make the entire class save null.
All good, ty for quick reply.
Search found 14 matches
- Tue Aug 25, 2020 9:03 am
- Forum: General Discussion
- Topic: Saving Dictionary of a Class not working
- Replies: 2
- Views: 1197
- Tue Aug 25, 2020 3:34 am
- Forum: General Discussion
- Topic: Saving Dictionary of a Class not working
- Replies: 2
- Views: 1197
Saving Dictionary of a Class not working
I have a GameManager class that holds a dictionary of a class TileManager. I have made an ES3Type for TileManager as well as GameManager. When saving GameManager and loading it via loadinto, it works fine with normal types, but when I try to access the dictionary TileManagerDict it returns true on T...
- Sat Jul 25, 2020 10:30 pm
- Forum: General Discussion
- Topic: Autosave changes to tilemap during runtime?
- Replies: 1
- Views: 1464
Autosave changes to tilemap during runtime?
How would I go about saving changes to the tilemap at runtime using Autosave? I created a custom ES3Type for the level grid, tilemap renderer, and tilemap but changes still aren't being autosaved.
- Tue May 26, 2020 12:36 am
- Forum: General Discussion
- Topic: Autosave Question
- Replies: 1
- Views: 948
Autosave Question
I updated to the new Autosave and I see these 4 new fields at the bottom. m_cashed, m_instancedID, m_unityruntimeerrorstring, and offsetOfInstanceID. How are we supposed to know when to use these? I'd also like to know when to use certain Properties, as when I tried to build my project with runInEdi...