As a first test, I am trying to save a modified prefab to a file which has just three overrides (1 transform in SiloSite, 1 boolean in MoonSurfacePlacable and 1 reference in CeramicBuffer): The only way I have found to save the prefab is using this code, which saves the entire GameObject and references, creating a 128kb file for essentially 3 pieces of data.
Code: Select all
public class SaveLoadTester : MonoBehaviour
{
public float SaveTime = 5;
public float LoadTime = 10;
public bool saved = false;
public bool loaded = false;
public GameObject Prefab;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (!saved && Time.time > SaveTime)
{
saved = true;
ES3.DeleteFile("Test/Testing.lbs");
ES3.Save("Test", Prefab, "Test/Testing.lbs");
}
if (!loaded && Time.time > LoadTime)
{
loaded = true;
//test loading stuff here
}
}
}
Also, the ES3ReferenceManager in our main scene generates over 70k references. Is there any way to tell it to 'ignore' most of those, as the vast majority are 'static' references loaded with the scene?