![]() ![]() See Third-Party Notices.txt file in package for details. It let’s you save your game’s levels, creates save files, and has extra features that can be used with a simple API. UniSave is a powerful and easy to use save system for Unity. Other platforms will most likely work, but more excessive testingĬontact □ to get support. The system now handles everything internally, making it very easy to save your game objects. – Use scriptableobject instead of a string field to set ID’s – Game templates included: Sample Game & Main menu & Pause screen. – Automatic saving and loading of last used scenes using the Save Last Used Scenes component. – Automatic screenshot saving to metadata, easy to display in a loading screen – Writing to Binary and SQLite (Beta), and converting between save types On Content of Saves: If you have data that does not really change from player to player, there is no need to save it with the player. – Store primitive data (float, int, string) through a single command, such as SaveMaster.SetInt(id, value) Hello, I am trying to make a saving system for my game. If you just want a save system, by all means, save yourself from all the nitty gritty details of writing a save system and buy one from the assetstore or find an open source one on github. – Write a save implementation per-component, keeping your project modular – Easily save items you can drop on the floor Data stays cached on scene changes but isn’t written to disk immediately. (Watch the video if you don’t understand how this works!)ģ. Data gets saved to disk when game exits or when SaveMaster.WriteSaveToDisk() is called! You can turn the save on exit off, this automatically makes the saving based on “Save Points”. This automatically generates a unique ID for the GameObject.Ģ. The Saveable component automatically fetches all scripts that implement the ![]() Each GameObject has their components uniquely saved based on an ID that is assigned.ġ. Add a component called “Saveable” to the root of a GameObject. How this solution differs from others is that you only have to write a save implementation per component (script). To save Project-wide changes, but not Scene changes, go to File > Save Project. To save all current scene and project-wide changes, go to File > Save (or Save as). Making it very easy to save each unique GameObject seperately based on identifiers. Unity categorizes most saved information into either scene changes or project-wide changes. Download Now “If possible, please buy the package to support the developer”Ī save game system that is developed to co-exist with the current component system of Unity. ![]()
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