Search found 4 matches
- Mon Mar 29, 2021 5:48 pm
- Forum: General Discussion
- Topic: Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings
- Replies: 2
- Views: 804
Re: Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings
Mea culpa it seems it was not due to the SpriteMode but to the fact that the Sprite was not added to the manager prior to Runtime. I tried either to reference the Sprite in the scene prior to Runtime, or add manually the reference to the manager to each slice of the Sprite Asset (right-clicking on t...
- Fri Mar 26, 2021 4:59 pm
- Forum: General Discussion
- Topic: Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings
- Replies: 2
- Views: 804
Saving/Loading Sprites when SpriteMode is set to Multiple in Import Settings
Hello, I want to save sprites from my Players spriteRenderer in order to display it later on my Main Menu when the Player resumes the game. I wrote this class (to regroup data) : public enum PlayerCharacter { PLAYER1, PLAYER2, PLAYER3 } public class MainMenuPlayerInfo { public PlayerCharacter Player...
- Tue Jun 30, 2020 1:41 pm
- Forum: General Discussion
- Topic: loading Queues in 3.3.1f8
- Replies: 3
- Views: 1609
Re: loading Queues in 3.3.1f8
I cannot replicate it as well today, I switch back to the usual form and it seems to work normally. Maybe it's because of the Easy Save version upgrade I've done before. I use this code to save : ES3.Save<Queue<GameObject>>("availablePlayers", runtimeGameProgress.availablePlayers, currentP...
- Tue Jun 30, 2020 3:46 am
- Forum: General Discussion
- Topic: loading Queues in 3.3.1f8
- Replies: 3
- Views: 1609
loading Queues in 3.3.1f8
Hello, I have a problem with ES3.Load for the following : players = ES3.Load<Queue<GameObject>>("availablePlayers", currentPath); However it seems to work with a direct cast : players = (Queue<GameObject>)ES3.Load("availablePlayers", currentPath); There is a commented part inside...