Search found 3391 matches

by Joel
Sun Apr 18, 2021 12:34 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

Hi there,

You only need the Easy Save Manager in your scene if you're using Auto Save, or saving reference types. So assuming your savedLevel variable is a string or value type, it looks good to me :)

All the best,
Joel
by Joel
Sat Apr 17, 2021 5:54 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

Hi there,

To do this you would need to load the data using code rather than Auto Save. Auto Save is only intended to save data in scenes, so it's not intended to load data outside of the scene in which it was saved.

All the best,
Joel
by Joel
Sat Apr 17, 2021 3:36 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

I'm changing the variable by using a function that is called every time a new scene is loaded.
Are you sure that the new value isn't overwriting the loaded value? If so, you will need to load after changing the value.

All the best,
Joel
by Joel
Sat Apr 17, 2021 2:35 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

Thanks! Just noticed that. Sorry, that first glitch seemed to really mess with me causing confusion haha It looks like the GameObject I wanted to have saved is working, but it's creating multiple instances of it every time the project replays. A bit strange since I thought it wouldn't do that if th...
by Joel
Sat Apr 17, 2021 2:08 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

If the GameObject doesn't exist then Easy Save will create it when you call the ES3.Load method. Alternatively if you're instantiating a prefab you can follow the instructions in the 'Saving prefab instances' section of the GameObject guide I linked in my previous post. Oh so I actually need to cal...
by Joel
Sat Apr 17, 2021 1:03 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

*Update* After playing around, I think this is the issue: UnauthorizedAccessException: Access to the path "/SaveFile.es3.tmp" is denied. ES3Internal.ES3Stream.CreateStream (ES3Settings settings, ES3Internal.ES3FileMode fileMode) (at Assets/Plugins/Easy Save 3/Scripts/Streams/ES3Stream.cs:65) I keep...
by Joel
Sat Apr 17, 2021 1:02 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

Hi there,

If the GameObject doesn't exist then Easy Save will create it when you call the ES3.Load method. Alternatively if you're instantiating a prefab you can follow the instructions in the 'Saving prefab instances' section of the GameObject guide I linked in my previous post.

All the best,
Joel
by Joel
Sat Apr 17, 2021 12:02 pm
Forum: General Discussion
Topic: Save a gamemanager
Replies: 18
Views: 33

Re: Save a gamemanager

Hi there,

You can find information on using Easy Save in the Getting Started guide:
https://docs.moodkie.com/easy-save-3/getting-started/

And information specific to GameObjects here:
https://docs.moodkie.com/easy-save-3/es ... s-prefabs/

All the best,
Joel
by Joel
Fri Apr 16, 2021 6:46 am
Forum: General Discussion
Topic: ES3.KeyExists is Not Working?
Replies: 3
Views: 48

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: 33

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...