Hi Joel,
as the ES3 uses PlayerPrefs to store the cache to a file on WebGL and it has a limit of <= 1MB, are there other alternatives to store the save logic locally and load it back to the cache on WebGL?
Search found 8 matches
- Fri Jun 24, 2022 11:29 am
- Forum: General Discussion
- Topic: Storing the save logic in a file on WebGL
- Replies: 1
- Views: 721
- Sun May 29, 2022 6:35 pm
- Forum: General Discussion
- Topic: Problems with WebGL Build
- Replies: 5
- Views: 1232
Re: Problems with WebGL Build
Hello Joel, I am still unsure if it is a Unity error or ES3's. When I enable exceptions for the WebGL build, my scene works absolutely fine without any errors on the console. However, if I set the exceptions to "None" in Publishing Settings, and run the scene on the browser - there are err...
- Tue May 24, 2022 3:44 pm
- Forum: General Discussion
- Topic: Problems with WebGL Build
- Replies: 5
- Views: 1232
Re: Problems with WebGL Build
Thanks for your answers. I can confirm that the exception is caused by ES3 because when I make a release WebGL build with disabled exceptions and without the ES3 system, the scene runs fine without any errors. As soon as I add ES3 to the scene, and build it again to run, the scene doesn't load, an e...
- Mon May 23, 2022 6:02 pm
- Forum: General Discussion
- Topic: Problems with WebGL Build
- Replies: 5
- Views: 1232
Problems with WebGL Build
Hi Joel, recently I have been facing some issues with using the ES3 system on WebGL. 1. Where is the data stored on WebGL when the storage type is "Cache"? 2. What is the max data ES3 can save on WebGL? 3. Does ES3 tend to be slower on development build, with exception settings as "Th...
- Tue Mar 08, 2022 9:58 am
- Forum: General Discussion
- Topic: Saving Children and Changing GameObject Save Type
- Replies: 3
- Views: 908
Re: Saving Children and Changing GameObject Save Type
Thanks for your answer, Joel. Appreciate the quick answer. Is there a way I can save selected components/fields without using AutoSave? I am looking for a save type that can ignore certain components. For example, if I choose to save a game object, then all of its children must be saved, however, it...
- Tue Mar 08, 2022 8:49 am
- Forum: General Discussion
- Topic: References between two GameObjects
- Replies: 2
- Views: 579
Re: References between two GameObjects
Thanks for your quick answer. I can confirm that it works like a charm!
- Tue Mar 08, 2022 8:48 am
- Forum: General Discussion
- Topic: Saving Children and Changing GameObject Save Type
- Replies: 3
- Views: 908
Saving Children and Changing GameObject Save Type
Hi Joel, I have two questions regarding saving a game object and its children. I already used the ES3.Save<GameObject>() , it works very well to save including the children components. However, I faced two issues while using this method. When I saved >150 game objects, the save was pretty slow, even...
- Thu Mar 03, 2022 8:22 pm
- Forum: General Discussion
- Topic: References between two GameObjects
- Replies: 2
- Views: 579
References between two GameObjects
Hi Joel, I have a custom class ReferenceHolder that contains a field called copyObject . In this copyObject field I store reference of a gameObject. For example, I have two gameObjects A and B , with A having a copyObject reference to B and vice-versa. These gameObjects are deleted during runtime. W...