Search found 3383 matches

by Joel
Fri Apr 16, 2021 6:46 am
Forum: General Discussion
Topic: ES3.KeyExists is Not Working?
Replies: 3
Views: 37

Re: ES3.KeyExists is Not Working?

Hi there, UnauthorizedAccessExceptions are thrown by the OS so are not something we have control over at our end, but indicates that the location being stored to doesn't have the required write permissions. The only place guaranteed to be writable at runtime is Application.persistentDataPath, but it...
by Joel
Thu Apr 15, 2021 4:59 pm
Forum: General Discussion
Topic: Certain Prefabs not instantiating child objects
Replies: 4
Views: 20

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? That is correct. We simply call GameObject.Instantiate at our end, and then load the da...
by Joel
Thu Apr 15, 2021 10:09 am
Forum: General Discussion
Topic: Certain Prefabs not instantiating child objects
Replies: 4
Views: 20

Re: Certain Prefabs not instantiating child objects

Hi there,

Please could you replicate this in a new project with a basic scene and private message it to me with instructions so I can see what is happening?

All the best,
Joel
by Joel
Tue Apr 13, 2021 7:56 am
Forum: General Discussion
Topic: ES3.KeyExists is Not Working?
Replies: 3
Views: 37

Re: ES3.KeyExists is Not Working?

Hi there,

I've had no other reports of this, and the specification of the PC shouldn't make a difference. Please could you let me know how you've determined that ES3.KeyExists is not working?

All the best,
Joel
by Joel
Mon Apr 12, 2021 3:41 pm
Forum: General Discussion
Topic: Saving procedurally instantiated prefabs
Replies: 4
Views: 46

Re: Saving procedurally instantiated prefabs

Hi there,

In this circumstance you would use ES3.LoadInto to load the data into your prefab instance, or save the Components individually and load these into the Components on your prefab instance.

All the best,
Joel
by Joel
Mon Apr 12, 2021 11:05 am
Forum: General Discussion
Topic: Cross-scene references
Replies: 2
Views: 34

Re: Cross-scene references

Hi there, It's not possible to get a persistent reference to an object in a scene from another scene, because it would be impossible for Scene B to know about an object in Scene A prior to runtime. This is a limitation with Unity rather than at our end. Generally in this circumstance you would creat...
by Joel
Sun Apr 11, 2021 7:20 pm
Forum: General Discussion
Topic: Saving procedurally instantiated prefabs
Replies: 4
Views: 46

Re: Saving procedurally instantiated prefabs

Hi there,

There's information on saving and loading prefabs in general here:
https://docs.moodkie.com/easy-save-3/es ... s-prefabs/

As I have no experience with MapMagic I'm afraid I can't comment on that directly.

All the best,
Joel
by Joel
Sun Apr 11, 2021 1:40 pm
Forum: General Discussion
Topic: Cant save the position of a GameObject
Replies: 3
Views: 40

Re: Cant save the position of a GameObject

Hi there,

Please could you replicate this in a new project with a basic scene and private message it to me with instructions?

All the best,
Joel
by Joel
Sat Apr 10, 2021 10:42 pm
Forum: General Discussion
Topic: Cant save the position of a GameObject
Replies: 3
Views: 40

Re: Cant save the position of a GameObject

Hi there, Sometimes just nothing happens and sometimes I get an error saying the key playerPosition does not exist but the player never acctually changes its location. This is because you're not checking whether save data exists before loading, or giving the ES3.Load method a default value to return...
by Joel
Wed Apr 07, 2021 5:00 pm
Forum: General Discussion
Topic: Saving a list that contains a scriptable object breaks the reference of the actual object
Replies: 2
Views: 85

Re: Saving a list that contains a scriptable object breaks the reference of the actual object

Hi there, It's not possible to store a reference to an object in the Assets folder which was created at runtime because it wouldn't be possible to resolve a runtime reference to it. The only alternative would be to create an instance of it (rather than directly referencing it in Assets), and save th...