Search found 4852 matches
- Thu Apr 04, 2024 8:47 am
- Forum: General Discussion
- Topic: How to save/load a list of instances (GameObject) in an ES3ComponentType?
- Replies: 4
- Views: 187
Re: How to save/load a list of instances (GameObject) in an ES3ComponentType?
Hi there, Fields of UnityEngine.Object type (or Collections of UnityEngine.Object type) will be saved by reference, not by value. In your case you would either need to save your List of GameObjects using a separate ES3.Save call to ensure that they're saved by value and reference, or you would need ...
- Wed Apr 03, 2024 1:46 pm
- Forum: General Discussion
- Topic: How to save/load a list of instances (GameObject) in an ES3ComponentType?
- Replies: 4
- Views: 187
Re: How to save/load a list of instances (GameObject) in an ES3ComponentType?
Hi there,
If you have a field which is a List<GameObject> you should just be able to navigate to your Component in the Easy Save 3 > Types window and select that field, which will automatically create the ES3Type. You shouldn't need to create your own ES3ComponentType.
All the best,
Joel
If you have a field which is a List<GameObject> you should just be able to navigate to your Component in the Easy Save 3 > Types window and select that field, which will automatically create the ES3Type. You shouldn't need to create your own ES3ComponentType.
All the best,
Joel
- Wed Apr 03, 2024 8:14 am
- Forum: General Discussion
- Topic: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
- Replies: 5
- Views: 178
Re: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
Hi there, A large reference would be an object which has a wide or deep serialisation depth (i.e. an object which has a lot of Components/children, or an object which has a large number of external dependencies, such as one which references many prefabs which are also deep/wide). Because the changes...
- Tue Apr 02, 2024 8:21 am
- Forum: General Discussion
- Topic: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
- Replies: 5
- Views: 178
Re: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
Thanks Craig, By default Easy Save updates any references for changed objects in these events, and lag would usually indicate one of these objects is quite large. However, you can disable this by going to Tools > Easy Save 3 > Settings and unchecking When changes are made underneath Editor Settings ...
- Mon Apr 01, 2024 8:28 am
- Forum: General Discussion
- Topic: [Bug] Losing reference to a shared reference on load(?)
- Replies: 4
- Views: 134
Re: [Bug] Losing reference to a shared reference on load(?)
Hi there,
Are you getting any warnings in the console when you save or load?
Also what does ItemData derive from? Only objects which derive from UnityEngine.Object (e.g. MonoBehaviours, ScriptableObjects, etc) can be saved by reference.
All the best,
Joel
Are you getting any warnings in the console when you save or load?
Also what does ItemData derive from? Only objects which derive from UnityEngine.Object (e.g. MonoBehaviours, ScriptableObjects, etc) can be saved by reference.
All the best,
Joel
- Mon Apr 01, 2024 8:25 am
- Forum: General Discussion
- Topic: Get Type of data
- Replies: 3
- Views: 124
Re: Get Type of data
Thanks for doing that. The equivalent in ES3 is to use the ES3.Load overload which doesn't have a generic parameter. I.e. System.Object obj = ES3.Load("key"); Or alternatively just set the generic parameter to System.Object: System.Object obj = ES3.Load<System.Object>("key"); All...
- Sun Mar 31, 2024 8:46 am
- Forum: General Discussion
- Topic: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
- Replies: 5
- Views: 178
Re: Editor lagg when occasionally clicking things > ObjectChangeEvents.changesPublished: ES3PostProcessor.Changed
Hi there,
We now require all users to set the order/invoice number in their profile. Please could you do so using the instructions here so I can provide support:
https://moodkie.com/forum/viewtopic.php?t=3014
All the best,
Joel
We now require all users to set the order/invoice number in their profile. Please could you do so using the instructions here so I can provide support:
https://moodkie.com/forum/viewtopic.php?t=3014
All the best,
Joel
- Sun Mar 31, 2024 8:45 am
- Forum: General Discussion
- Topic: Get Type of data
- Replies: 3
- Views: 124
Re: Get Type of data
Hi there,
We now require all users to set the order/invoice number in their profile. Please could you do so using the instructions here so I can provide support:
https://moodkie.com/forum/viewtopic.php?t=3014
All the best,
Joel
We now require all users to set the order/invoice number in their profile. Please could you do so using the instructions here so I can provide support:
https://moodkie.com/forum/viewtopic.php?t=3014
All the best,
Joel
- Sun Mar 31, 2024 8:44 am
- Forum: General Discussion
- Topic: Start encryption for released game
- Replies: 3
- Views: 141
Re: Start encryption for released game
Hi, I have a released game with no encryption and have had trouble with cheaters from day one. My second game, I didn't even make leaderboards lol but I did encrypt lolx2. In hindsight, seeing the file for my first game and how easy it is to change the unencrypted file and close the game to change ...
- Sat Mar 30, 2024 9:06 am
- Forum: General Discussion
- Topic: "New Game" - "Delete All Data" (Playmaker)
- Replies: 4
- Views: 647
Re: "New Game" - "Delete All Data" (Playmaker)
I'm reworking an old project (Unity 5.6.3) with Playmaker (1.8.4) and using Easy Save 2. It was working fine the last time I opened it, but now I'm seeing a missing action "DeleteDataPool." Any idea what could have happened and how I can fix it? Thanks in advance. Hi there, Easy Save has ...