I have a bit of a problem. It seems that the scope or lifetime of the files stored in cache is limited to that one run. If I run the game, stop it, and then run the game again, a KeyExists method returns false (whereas doing the same using a non-cache save system returns true).
Is there a workaround for this? I'd like to keep the performance gains with the use of cache, but would also like certain data to persist between gaming sessions.
Performance Penalties: ES3 vs referencing methods
Re: Performance Penalties: ES3 vs referencing methods
Hi there,
Are you calling ES3.StoreCachedFile as described in the docs? This is what persists a cached file.
https://docs.moodkie.com/easy-save-3/es ... rformance/
All the best,
Joel
Are you calling ES3.StoreCachedFile as described in the docs? This is what persists a cached file.
https://docs.moodkie.com/easy-save-3/es ... rformance/
All the best,
Joel
Re: Performance Penalties: ES3 vs referencing methods
Ooh, I didn't understand what that was for. Thanks, that works nicely.