Search found 30 matches
- Mon May 14, 2018 6:07 pm
- Forum: General Discussion
- Topic: ScriptableObject 'name' field not saved
- Replies: 1
- Views: 2049
ScriptableObject 'name' field not saved
I have a lot of ScriptableObject ('.asset' files) which I use to configure my game. In the editor, their 'name' field is filled correctly. But when I save them in an ES3File, the 'name' field isn't serialized. I realize that it may have been done on purpose, and it's not really a problem as I can ea...
- Fri May 11, 2018 1:08 pm
- Forum: General Discussion
- Topic: Strange string export of character '/'
- Replies: 1
- Views: 1761
Strange string export of character '/'
Is there a specific reason for the character '/' to be written as "\/"? It makes the output file quite unreadable, and very hard to manually modify by users (currently a string containing a date is exported as "5\/11\/2018"...). In order to put it into the context, I am modifying...
- Mon Apr 16, 2018 5:42 pm
- Forum: General Discussion
- Topic: Can we preload MonoBehaviours without a GameObject?
- Replies: 5
- Views: 3933
Re: Can we preload MonoBehaviours without a GameObject?
Is it possible to load an array of MonoBehaviours into a GameObject? It seems that I have to load the MonoBehaviours one by one, which would add useless complexity to the file. Well, I had no success loading them one by one, it seems that the array wasn't the problem. The problem is that I cannot in...
- Mon Apr 16, 2018 4:13 pm
- Forum: General Discussion
- Topic: Can we preload MonoBehaviours without a GameObject?
- Replies: 5
- Views: 3933
Re: Can we preload MonoBehaviours without a GameObject?
You are really fast to answer, that's impressive! I was thinking about methods like 'LoadIntoStorage<T>(String key, out String Storage)' and 'LoadFromStorage<T>(String Storage, T Obj)'. Of course binary storage would be a lot more interesting, but it would require ES3 to be able to save/load in bina...
- Mon Apr 16, 2018 3:53 pm
- Forum: General Discussion
- Topic: Can we preload MonoBehaviours without a GameObject?
- Replies: 5
- Views: 3933
Can we preload MonoBehaviours without a GameObject?
Here is my problem: I'd like to load all the data of my game in the startup sequence, and then instantiate the GameObjects on demand when the game need them. So, I would need to be able to load the MonoBehaviours, but not directly in a GameObject (as I have none when I load the data from the disk). ...
- Thu Nov 16, 2017 2:43 pm
- Forum: General Discussion
- Topic: Loading/saving for unknown types at compile-time
- Replies: 1
- Views: 4266
Loading/saving for unknown types at compile-time
Currently, ES3 load and save methods needs a type known at compile-time. But sometime, we do not know the type at compile time, usually when reflection is used. For example, if I define an interface 'IGameSettings', and then I use reflection in order to get all the struct that implement that interfa...
- Fri Oct 13, 2017 8:11 am
- Forum: General Discussion
- Topic: Incorrect exception
- Replies: 9
- Views: 10199
Re: Incorrect exception
Type checking can't currently be disabled with ES3File because the ES3Type used to load the data is cached to improve performance. However, if you wish I can send you a version for which type checking can be disabled? That's what I saw in the code. If it's not too much a problem, that would be good...
- Thu Oct 12, 2017 1:51 pm
- Forum: General Discussion
- Topic: Incorrect exception
- Replies: 9
- Views: 10199
Re: Incorrect exception
Ahh I understand now. There's an undocumented field in the ES3Settings class called typeChecking which you can use to enable and disable type checking. For example: var settings = new ES3Settings(); settings.typeChecking = false; var value = ES3.Load<SavedAction>("myKey", settings); All t...
- Thu Oct 12, 2017 10:22 am
- Forum: General Discussion
- Topic: Incorrect exception
- Replies: 9
- Views: 10199
Re: Incorrect exception
I'm not sure I've explained myself correctly, sorry. What I meant is that I have a struct that I am using to save my data. Here is the data written in the .json file: "InGameMenu": { "__type": "UI.SavedActionKey,Assembly-CSharp", "value": { "Name": &...
- Thu Oct 12, 2017 7:10 am
- Forum: General Discussion
- Topic: Incorrect exception
- Replies: 9
- Views: 10199
Re: Incorrect exception
We all do these mistakes, and it's not that important. It's just that I happened to see it. But the context in which that exception occurred is troubling me a bit. I had some data saved using a structure, and I changed the name of the structure in my code. Then, when I tried to load the data again, ...