Search found 16 matches
- Sat Dec 30, 2023 9:55 pm
- Forum: General Discussion
- Topic: Issue iterating through images using LoadImage
- Replies: 2
- Views: 963
Re: Issue iterating through images using LoadImage
I did double check that `CurrentPhotoName` was a unique file path hence my comment above that line of code :) It was related to the UI image components sharing the same material by default. I was able to fix it like this in case anyone else runs into this problem: Texture2D Texture = ES3.LoadImage(C...
- Thu Dec 28, 2023 9:03 pm
- Forum: General Discussion
- Topic: Issue iterating through images using LoadImage
- Replies: 2
- Views: 963
Issue iterating through images using LoadImage
Hello! I am currently trying to save and load images using Easy Save 3's SaveImage/LoadImage. It seems to work as expected except when I'm trying to loop through GameObjects and load images using either a for loop or a coroutine. For some reason, all the GameObjects render the last image I was tryin...
- Sat Nov 13, 2021 6:15 am
- Forum: General Discussion
- Topic: Auto Save every 5 minutes
- Replies: 4
- Views: 1223
Re: Auto Save every 5 minutes
I see. Ok thanks!
- Fri Nov 12, 2021 10:37 pm
- Forum: General Discussion
- Topic: Auto Save every 5 minutes
- Replies: 4
- Views: 1223
Re: Auto Save every 5 minutes
Thanks for the quick reply Joel, yeah I was suspecting this was something I would have to code myself, so no problem.
However, is there a way to autosave all of my gameobjects and scriptable objects at once? Or do I have to explicitly save out every key/value at the interval?
However, is there a way to autosave all of my gameobjects and scriptable objects at once? Or do I have to explicitly save out every key/value at the interval?
- Fri Nov 12, 2021 10:19 pm
- Forum: General Discussion
- Topic: Auto Save every 5 minutes
- Replies: 4
- Views: 1223
Auto Save every 5 minutes
Hello, Right now I am only saving my prefabs/scriptable objects when the application quits. Is there a way I can autosave every few minutes or so (and this is advisable)? I am thinking I can do something like this (pseudocode): if (FiveMinutesHavePassed) { ES3AutoSaveMgr.Current.Save(); } Also right...
- Thu Aug 05, 2021 5:42 am
- Forum: General Discussion
- Topic: Proper way to save scriptable objects/read save file
- Replies: 2
- Views: 1264
Re: Proper way to save scriptable objects/read save file
Ok, thanks for the explanation!
- Fri Jul 23, 2021 12:53 am
- Forum: General Discussion
- Topic: Proper way to save scriptable objects/read save file
- Replies: 2
- Views: 1264
Proper way to save scriptable objects/read save file
Hello, I have a prefab with a script on it which is referencing some scriptable objects. The nested data in the scriptable object is being modified during gameplay and then I am saving the script when the game quits. Since scriptable object data persists after play mode has exited, I am having troub...
- Tue Jun 29, 2021 10:37 pm
- Forum: General Discussion
- Topic: Issue handling child gameobjects on prefabs
- Replies: 3
- Views: 1087
Re: Issue handling child gameobjects on prefabs
Sure I will take a look at that, thanks. What about the issue of my child gameobjects (TriggerCollider) getting duplicated when I reload my saved parent object? I never instantiate this child object, it is part of the parent prefab so not sure why this is happening.
- Sat Jun 26, 2021 1:10 am
- Forum: General Discussion
- Topic: Issue handling child gameobjects on prefabs
- Replies: 3
- Views: 1087
Issue handling child gameobjects on prefabs
Hello, I am using the ES3 prefab script on my parent prefab and am experiencing some strange behavior with child gameobjects. It seems like sometimes duplicate child gameobjects get loaded when I restart my game. For example, I have a single child gameobject `TriggerCollider` and sometimes 3 or 4 of...
- Mon May 24, 2021 9:21 pm
- Forum: General Discussion
- Topic: Saving current instance of prefab
- Replies: 4
- Views: 1244
Re: Saving current instance of prefab
Nvm, was able to find a workaround when I explicitly asked for Sprites to be loaded as opposed to general objects and that seems to be saved correctly.