Search found 17 matches
- Tue Feb 07, 2017 5:44 am
- Forum: (Legacy) Easy Save 2 General Discussion
- Topic: Async Support
- Replies: 10
- Views: 14200
Async Support
Async options for writing to disk. After generating procedural terrain I save the data to disk but as the user walks around this causes a bit of lag. I'd rather write the data async because there's no need to wait for the result.
- Mon Feb 06, 2017 9:04 pm
- Forum: Feature Requests
- Topic: Compression [ADDED]
- Replies: 6
- Views: 25418
Re: Compression
This would be a big feature for me but I can see how my use-case isn't common. I have a procedurally-generated 2d terrain system so I save every chunk of 3x3 tiles to its own file. This includes a Vector2 for the chunk coord, and some tile data (primarily an enum for the tile type and any world obje...
- Mon Feb 06, 2017 8:10 pm
- Forum: (Legacy) Easy Save 2 General Discussion
- Topic: Custom type inheritance
- Replies: 3
- Views: 5816
Custom type inheritance
I have a base class "Item". It's technically abstract, since it'll always be subclassed. I created a custom ES2 type for it, yet whenever I pass in a subclass, I get an error: Easy Save does not support saving of type Battery. The Battery class extends Item, so I'm not sure what's wrong. I...
- Mon Feb 06, 2017 7:34 pm
- Forum: (Legacy) Easy Save 2 General Discussion
- Topic: Custom classes and polymorphism
- Replies: 7
- Views: 8342
Custom classes and polymorphism
I'm writing save logic for an "inventory" component. This inventory holds any number of items and I'm trying to figure out how best to save/load them. Essentially, I have an abstract base "Item" class, and every item is a subclass. So I might have "Battery", "Hamme...
- Fri Feb 03, 2017 8:36 pm
- Forum: (Legacy) Easy Save 2 General Discussion
- Topic: Understanding when to read GameObject data?
- Replies: 1
- Views: 3586
Understanding when to read GameObject data?
I've been looking through examples and forum posts but I'm not understand how/when to load data for a GameObject. I have a Player game object in my scene. I've added a custom type for it so I can save its transform. However, I'm confused how this data can be loaded because Monobehaviors can't be ins...
- Fri Feb 03, 2017 7:43 pm
- Forum: (Legacy) Easy Save 2 General Discussion
- Topic: Writing optional data?
- Replies: 1
- Views: 3650
Writing optional data?
I've created a custom type and need to tweak the save logic, but the data I'm saving may be null. Since the order of read has to match the order of write, how can I properly include optional data? Does there have to be a null value? Does seem like ES2 handles null so I'm wondering what my options ar...
- Fri Feb 03, 2017 1:48 am
- Forum: (Legacy) Easy Save 2 General Discussion
- Topic: Saving references to Sprites?
- Replies: 1
- Views: 3726
Saving references to Sprites?
I'm saving a list of objects which hold a reference to a Sprite: public class TileSprite { public Sprite sprite; public TileType type; public Color breakColor; } I've been trying to understand how this is going to actually get saved, because I don't want the actual texture written to disk. However, ...