But I have to make my all states to go in two transition one for normal and the other direct for the save. Am I saying correct or is there any other way. Beginner Btw love your content 😍 keep posting. Love your new video about ChatGPT and let you know that sprite flip action isn't working as it suppose to
Has anyone worked with Sectr before? I'm loading and unloading scenes asynchronously, it seems that every time I use System GUID on the door objects I have, they generate new GUIDS every time and I'm not sure I can rely on that for data persistence. I'm wondering if anyone has been able to work with async scene loading and ES3? In my case, I have a valve that the player can rotate to open gates, I have a main scene which is where I have the player and gameplay manager, and that main scene will load and unload other scenes as the player moves around, so if the player wants to open the gate, they need the valve first, so they need to explore the other end of the map, find the valve, come back, and use the valve on the gate controller, the player can keep exploring and come back to that gate. Since every scene is unloaded, by the time the player returns, every scene has been reset, which means the gate will be closed, the valve is gone, and the player will need to get the valve again. My idea was to create a temporary save list and a permanent save list. This way, everything the player does is saved on the spot in the temporary save, and until the player reaches a save room and interacts with the saving object, then the temporary save is copied into the permanent save. When the player exits the game, the temporary save should be deleted. So my main questions. Is GUID a reliable way to save an object's status? It seems to me we get different GUIDs every time we use Guid.NewGuid().ToString(), but I can't confirm that yet. My second question, if I am to do the temporary and permanent save list, how can go ahead and do that using ES3? Is there a way to copy a save file, or do I need to populate an entirely new save file manually? My third question, if my temporary/permanent save approach is not ideal, what other ideas/suggestions are there? I want to avoid loading screens and having different main scenes for different sections of the map.
// UPDATE: GUID does NOT seem to work on a quick test.. // I have private void Awake() { guid = Guid.NewGuid().ToString(); } void Start() { if (animator == null) animator = GetComponent(); if (ES3.KeyExists(guid)) { isLocked = ES3.Load(guid); } else { Debug.Log("I am sorry, there was nothing I can do"); } } private void OnDestroy() { Debug.Log("Yup, saved " + guid + " with the locked stats"); ES3.Save(guid, isLocked); } The doors are in their own scene, they get loaded and unloaded as the player moves around. Even in the same session, the GUID seems to change every time the player returns to that part of the scene...
when you will make a shrot course game like zombie game may be simple fps game enemy ai shoot player and hp and death system restart somethinglike this you know teach people through little project is beginner friendly than this I remember I start playmaker with game devunlock 7 day challenge game I learn a lot then use zombie template playmaker mekagames still learn a lot
So for every Chest need to setup this? And what if I have 1000 Chests? This will take years. Is it possible to save just everything in the Game Manager for example?
Your chest can be a prefab, and you can set up a save system using a global event. The 'Broadcast call' option in the SendEvent action could be called once to save every gameObject that has this global transition.
I love that you guys have started putting out a lot of videos like this.
Straight forward information of exactly how a certain action works, love it!
Glad you enjoyed it!
Anyone tried Smooth Save ? It's a free save/load asset for playmaker. I wonder what more does EasySave offer?
Is there a tutorial on how to setup the chest?
Great Tutorial. TX for it 😊
I have Easy Save but the add manager is greyed out, I didn't do anything weird with it, just added it.
Thank you 😊
How can I enable State Usage Count? I can't find it on preferences.
Does loading save still works after closing app and starting again? I wait for your response? 🙏
How do you use the spreadsheet option and link an api?
Easy save is on sale right now!
But I have to make my all states to go in two transition one for normal and the other direct for the save. Am I saying correct or is there any other way.
Beginner
Btw love your content 😍 keep posting. Love your new video about ChatGPT and let you know that sprite flip action isn't working as it suppose to
Thanks you
Has anyone worked with Sectr before? I'm loading and unloading scenes asynchronously, it seems that every time I use System GUID on the door objects I have, they generate new GUIDS every time and I'm not sure I can rely on that for data persistence. I'm wondering if anyone has been able to work with async scene loading and ES3?
In my case, I have a valve that the player can rotate to open gates, I have a main scene which is where I have the player and gameplay manager, and that main scene will load and unload other scenes as the player moves around, so if the player wants to open the gate, they need the valve first, so they need to explore the other end of the map, find the valve, come back, and use the valve on the gate controller, the player can keep exploring and come back to that gate. Since every scene is unloaded, by the time the player returns, every scene has been reset, which means the gate will be closed, the valve is gone, and the player will need to get the valve again.
My idea was to create a temporary save list and a permanent save list. This way, everything the player does is saved on the spot in the temporary save, and until the player reaches a save room and interacts with the saving object, then the temporary save is copied into the permanent save. When the player exits the game, the temporary save should be deleted.
So my main questions. Is GUID a reliable way to save an object's status? It seems to me we get different GUIDs every time we use Guid.NewGuid().ToString(), but I can't confirm that yet.
My second question, if I am to do the temporary and permanent save list, how can go ahead and do that using ES3? Is there a way to copy a save file, or do I need to populate an entirely new save file manually?
My third question, if my temporary/permanent save approach is not ideal, what other ideas/suggestions are there? I want to avoid loading screens and having different main scenes for different sections of the map.
// UPDATE: GUID does NOT seem to work on a quick test..
// I have
private void Awake()
{
guid = Guid.NewGuid().ToString();
}
void Start()
{
if (animator == null) animator = GetComponent();
if (ES3.KeyExists(guid))
{
isLocked = ES3.Load(guid);
}
else
{
Debug.Log("I am sorry, there was nothing I can do");
}
}
private void OnDestroy()
{
Debug.Log("Yup, saved " + guid + " with the locked stats");
ES3.Save(guid, isLocked);
}
The doors are in their own scene, they get loaded and unloaded as the player moves around. Even in the same session, the GUID seems to change every time the player returns to that part of the scene...
what the hell is playmaker :D
when you will make a shrot course game like zombie game may be simple fps game enemy ai shoot player and hp and death system restart somethinglike this you know teach people through little project is beginner friendly than this I remember I start playmaker with game devunlock 7 day challenge game I learn a lot then use zombie template playmaker mekagames still learn a lot
So for every Chest need to setup this? And what if I have 1000 Chests? This will take years. Is it possible to save just everything in the Game Manager for example?
Your chest can be a prefab, and you can set up a save system using a global event. The 'Broadcast call' option in the SendEvent action could be called once to save every gameObject that has this global transition.