Search found 9 matches
- Wed Jun 29, 2022 5:14 pm
- Forum: Feature Requests
- Topic: Handling of change of field or key type
- Replies: 3
- Views: 12067
Re: Handling of change of field or key type
If you're using ES3Types you would simply need to edit the ES3Type you've created so that it uses your new class name. Absolutely, and we are using ES3UserTypes. They're super duper slick. I've also noticed that if I serialize a list of base class type by value, it can deserialize correctly into it...
- Wed Jun 29, 2022 5:08 pm
- Forum: General Discussion
- Topic: How to handle type changes?
- Replies: 12
- Views: 5466
Re: How to handle type changes?
Hi there! Was this ever implemented? We'd be really interested in something like the feature you've described in this post. Saves evolve sometimes!Manufacture43-Daniel wrote: ↑Fri Sep 11, 2020 8:13 am If I get the time, I'll implement the change myself and put the diffs here.
- Wed Jun 29, 2022 2:07 am
- Forum: Feature Requests
- Topic: Handling of change of field or key type
- Replies: 3
- Views: 12067
Re: Handling of change of field or key type
Hi Joel! First: we love love love the tool you've built! We're looking to release a game into early access which will utilize EasySave 3. Because of the iterative nature of development, we expect save data to occasionally change shape. Supporting a similar feature to [FormerlySerializedAs] for us wo...
- Sat May 14, 2022 1:43 am
- Forum: General Discussion
- Topic: Saved List of Custom Class Not Loading Correctly
- Replies: 1
- Views: 595
Saved List of Custom Class Not Loading Correctly
Hi Joel, Recently we've run into an issue with Easy Save in our project when trying to save a List of a custom class in our game ("Item"). Up until now this worked perfectly fine for saving lists of "items" in our player's inventory by saving the Player Prefab itself with an &quo...
- Fri Oct 01, 2021 5:57 pm
- Forum: General Discussion
- Topic: EasySave adds over 4 million lines to scene file
- Replies: 3
- Views: 1229
Re: EasySave adds over 4 million lines to scene file
Hey Joel! We did indeed try updating Easy Save and optimizing references, and unfortunately it had no affect on the crazy scene size or in speeding up the increasingly slow editor. With that said, we did recently try deleting the Easy Save Manager and re-added it it via "Add Manager to Scene&qu...
- Wed Sep 29, 2021 6:34 pm
- Forum: General Discussion
- Topic: EasySave adds over 4 million lines to scene file
- Replies: 3
- Views: 1229
EasySave adds over 4 million lines to scene file
Hi again! We love EasySave but are struggling with an extremely slow and bloated scene file. Changes to the scene, saving the scene, and changes to prefabs that are in the scene, can take minutes to propagate. I inspected our main scene file and found one or two key-value-pairing data structures att...
- Mon Sep 20, 2021 9:38 pm
- Forum: General Discussion
- Topic: Does your game use Easy Save? Let us know!
- Replies: 32
- Views: 367695
Re: Does your game use Easy Save? Let us know!
We're the developers of Camp Canyonwood and Easy Save 3 has served us quite well so far!
https://store.steampowered.com/app/1374 ... anyonwood/
https://store.steampowered.com/app/1374 ... anyonwood/
- Mon Sep 20, 2021 8:46 pm
- Forum: General Discussion
- Topic: Manual Cache Clearing
- Replies: 1
- Views: 941
Manual Cache Clearing
Just had a quick question about memory management with the cache. Is clearing the cache something we need to actively do in-game when loading multiple times during a play session or is that automatically handled by the tool itself? If we do need to clear the cache manually, how would we go about doi...
- Sat Feb 27, 2021 4:13 am
- Forum: General Discussion
- Topic: Problems with saving SpriteRenderers
- Replies: 3
- Views: 1336
Problems with saving SpriteRenderers
We just bought the tool and we've found an issue with saving and loading GameObjects with SpriteRenderer components on them. In our case, we found that, when non-standard materials were attached to specific sprite renderers, the objects would load with untextured default materials. In attempting to ...