Search found 9 matches

by LoneDev
Sun Oct 10, 2021 2:08 pm
Forum: General Discussion
Topic: "Auto Update references"
Replies: 1
Views: 637

Re: "Auto Update references"

Nevermind, you just have to press "refresh" button when you have new references in the scene or you added a the ES3Prefab component to any prefab in the project.
This avoids useless processing when you press "play" button in the editor.

Image
by LoneDev
Sun Oct 10, 2021 1:59 pm
Forum: General Discussion
Topic: "Auto Update references"
Replies: 1
Views: 637

"Auto Update references"

Hello,
1. What actually is "Auto Update references" doing?
2. What should we manually click in order to save references if we disable this option? And when?


Thanks
by LoneDev
Mon Jul 05, 2021 4:00 pm
Forum: Feature Requests
Topic: - Post your Feature Requests in this thread -
Replies: 85
Views: 110994

Re: - Post your Feature Requests in this thread -

would be nice to have an alternative to Json serialization since it's extremely slow.
This one seems amazingly fast: https://github.com/neuecc/MessagePack-CSharp

Let me know, have a nice day
by LoneDev
Sat Jun 19, 2021 2:57 pm
Forum: General Discussion
Topic: Overwriting spawned gameobjects/prefabs
Replies: 6
Views: 1432

Re: Overwriting spawned gameobjects/prefabs

Thanks for the tips, the solution is okay, only issue is that you have to also be sure that OnDestroy is not called because of scene unload or it will be triggered even when closing the game / switching scene. This should work fine private void OnDestroy() { if (!gameObject.scene.isLoaded) return; /...
by LoneDev
Thu Jun 17, 2021 12:58 pm
Forum: General Discussion
Topic: Overwriting spawned gameobjects/prefabs
Replies: 6
Views: 1432

Re: Overwriting spawned gameobjects/prefabs

I think the issue is that an instance of prefab will still get its child respawned even if any of the child of it gets destroyed at runtime. This happens when it has the ES3 Prefab script, so I think ES3 is respawning the original prefab and applying changes, but not taking into account removed game...
by LoneDev
Thu Jun 17, 2021 12:46 pm
Forum: General Discussion
Topic: Overwriting spawned gameobjects/prefabs
Replies: 6
Views: 1432

Re: Overwriting spawned gameobjects/prefabs

Update: using the tricky code at the end but changing Destroy to DestroyImmediate has fixed the issue, but introduced another where all the doorways lose their parent and are spawned at 0, 0, 0. Adding an autosave component to the doorway prefab and specifying to save the transform fixed the parenti...
by LoneDev
Thu Jun 17, 2021 12:40 pm
Forum: General Discussion
Topic: Overwriting spawned gameobjects/prefabs
Replies: 6
Views: 1432

Overwriting spawned gameobjects/prefabs

Hello! Currently OnApplicationQuit I'm saving dungeon_tiles instantiated prefabs into a file and some of the dungeon rooms children gameobjects into another file (in this case the dungeon walls with Doorway script, because I need to save if the walls children are removed from the scene or not, since...
by LoneDev
Fri Jun 04, 2021 8:03 pm
Forum: General Discussion
Topic: Saving gameobject editor frozen
Replies: 3
Views: 1012

Re: Saving gameobject editor frozen

Thanks a lot for the fast answer!
Is there any other workflow if the prefabs are instantiated at runtime?

I basically have a dungeon generator with rooms:
each room is a prefab with some other prefabs inside (furniture and items)

Thanks again
by LoneDev
Fri Jun 04, 2021 5:50 pm
Forum: General Discussion
Topic: Saving gameobject editor frozen
Replies: 3
Views: 1012

Saving gameobject editor frozen

Hello! I'm having a lot of troubles saving a GameObject in the scene (i'm trying to use the ES3 Auto Save script). I set the "Save Children" and this causes the editor to freeze several minutes. The resulting es3 file is a 3MB file which is quite big, it basically contains all the attribut...