Search found 17 matches
- Sat Oct 14, 2023 5:07 pm
- Forum: General Discussion
- Topic: ScriptableObject reference issue
- Replies: 3
- Views: 755
Re: ScriptableObject reference issue
I don't create any scriptable objects at runtime, all live in the assets folder.
- Fri Oct 13, 2023 10:47 pm
- Forum: General Discussion
- Topic: ScriptableObject reference issue
- Replies: 3
- Views: 755
ScriptableObject reference issue
the format of my project is: Main Menu Scene > TownView scene > Any Level After levels are complete, they go back to the townview scene, the townview has references to all of my scriptable objects and prefabs, they are carried across to the level in inventory objects if the player chooses to buy the...
- Thu Apr 15, 2021 12:58 pm
- Forum: General Discussion
- Topic: Certain Prefabs not instantiating child objects
- Replies: 4
- Views: 1348
Re: Certain Prefabs not instantiating child objects
Another question i have in regards to this. If i have an easysave prefab that has child easysave prefabs that are added at runtime. Does saving the root easysave prefab also save and instantiate the children?
- Thu Apr 15, 2021 11:00 am
- Forum: General Discussion
- Topic: Certain Prefabs not instantiating child objects
- Replies: 4
- Views: 1348
Re: Certain Prefabs not instantiating child objects
That might take some time due to the level of coupling that i currently have, is it possible to confirm that marking prefabs as saveable should instantiate the full object on load and not just the top level one?
- Thu Apr 15, 2021 9:57 am
- Forum: General Discussion
- Topic: Certain Prefabs not instantiating child objects
- Replies: 4
- Views: 1348
Certain Prefabs not instantiating child objects
I have been preparing some of my prefabs by right clicking them and then marking them for easy save. I do this for my town buildings. At the start of the scene the town buildings are then loaded into a list of game objects, this causes the prefabs to be instantiated with all the correct children (me...
- Sat Feb 27, 2021 5:44 pm
- Forum: General Discussion
- Topic: Easy Save 3 Manager bad performance
- Replies: 5
- Views: 1476
Re: Easy Save 3 Manager bad performance
Hi, That may be an issue, I have an InventoryItem class. In that class it has a reference to its scriptable object for access to the items data. When I am saving these inventory items it's storing the reference. This often doesn't seem to be an issue in the editor, but I have noticed these reference...
- Wed Feb 24, 2021 2:57 pm
- Forum: General Discussion
- Topic: Easy Save 3 Manager bad performance
- Replies: 5
- Views: 1476
Re: Easy Save 3 Manager bad performance
Can I add the references for scriptable objects in the way you described?
- Tue Feb 23, 2021 11:07 pm
- Forum: General Discussion
- Topic: Easy Save 3 Manager bad performance
- Replies: 5
- Views: 1476
Easy Save 3 Manager bad performance
I have the manager in my scene as I am using it to save references. However, it is storing a lot of references and clicking on the object can sometimes result in it using up to 20GB of RAM. How can i ensure this is only saving references to things i want or how can i prevent it from performing so ba...
- Thu Feb 18, 2021 4:37 pm
- Forum: General Discussion
- Topic: Saving and loading components
- Replies: 5
- Views: 1467
Re: Saving and loading components
Actually nevermind i think i have found the issue.
- Thu Feb 18, 2021 4:27 pm
- Forum: General Discussion
- Topic: Saving and loading components
- Replies: 5
- Views: 1467
Re: Saving and loading components
I am using a raycast sphere to find objects that are interactable around the player. The component is updating but for whatever reason, when I then interact with the object (a container with items in this case) it is returning the old component state. Does loading a component instance state into its...