Getting ES3 Auto Save to work

Discussion and help for Easy Save 3
yimingt
Posts: 21
Joined: Fri Apr 30, 2021 3:07 am

Re: Getting ES3 Auto Save to work

Post by yimingt »

I want to load my list elements in the same way it was last arranged in the scene hierarchy. Is there a way to save the sibling index of transforms?
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Joel
Moodkie Staff
Posts: 4826
Joined: Wed Nov 07, 2012 10:32 pm

Re: Getting ES3 Auto Save to work

Post by Joel »

Hi there,

If you private message me your invoice number I'll send you an update which stores sibling index when saving Transforms.

All the best,
Joel
Joel @ Moodkie Interactive
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yimingt
Posts: 21
Joined: Fri Apr 30, 2021 3:07 am

Re: Getting ES3 Auto Save to work

Post by yimingt »

That's cool! It's not very urgent. When is it planned to be released?
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Joel
Moodkie Staff
Posts: 4826
Joined: Wed Nov 07, 2012 10:32 pm

Re: Getting ES3 Auto Save to work

Post by Joel »

Hi there,

This won't be getting merged with the main branch available via the Asset Store, so I would need to send it to you directly.

All the best,
Joel
Joel @ Moodkie Interactive
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yimingt
Posts: 21
Joined: Fri Apr 30, 2021 3:07 am

Re: Getting ES3 Auto Save to work

Post by yimingt »

Hey Joel,

I'm having trouble saving a reference to a scriptable object in my project. The problem is most likely because the reference manager doesn't have the scriptable object inside itself because it does not exist in the scene. By manually adding it to the reference manager, it managed to fix this problem. However, it's difficult for me to tell if I have already added the scriptableobject to the reference manager. Is there an easier way to do this?
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Joel
Moodkie Staff
Posts: 4826
Joined: Wed Nov 07, 2012 10:32 pm

Re: Getting ES3 Auto Save to work

Post by Joel »

Hi there,

If there’s a reference to the ScriptableObject in your scene prior to runtime then it will be automatically added to the reference manager. For example you could create a script with a List<ScriptableObject> and drag all of the ScriptableObjects you wish to reference into this.

All the best,
Joel
Joel @ Moodkie Interactive
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