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Releases: AlexMeesters/Component-Save-System

v1.071

06 Mar 19:11
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  • Fixed missing namespace issue, causing compile errors when targeting WEBGL
  • Fixed issue where you would get an error when loading scenes without an active save game
  • Fixed backwards compatibility issues, making it possible to use again from Unity version 2017.4+

Release v1.07

18 Feb 23:01
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There have been several syntax changes made with this version. If you update, you may get an error or two due to lacking function parameters.

Main features of the release:

  • Multi-scene saved prefab support (https://streamable.com/63yl8)
  • Fixed issue related to the OnSaveCondition, where it would stop saving
  • Added delegates to the SaveMaster class. Making it possible to listen to 4 types of events
    onSlotChangeBegin onSlotChangeDone onWritingToDiskBegin onWritingToDiskDone
  • Added the "SaveMaster.SetSlotAndCopyActiveSave(slot)" method. Which makes it possible to easily
    copy over your current save slot to another one.

Changelog:

  • Saveable component now no longer stores a reference to the last used SaveGame. Lowered the amount of responsibilities for the component.
  • The WipeData method (On Saveables) is now called from the SaveMaster class. By calling SaveMaster.WipeSaveable(Saveable)
  • Added SaveMaster.ReloadListener(Saveable) method to the save master.
    This can get called if new components have been added to a saveable.
  • Fixed issue that prevented Saveables from saving when switching between save slots.
    This was due to the OnSaveCondition blocking the save, even tough it was set to a new slot.
    ResetState() is now called on the Saveable components upon switching saves.
  • Saveable field "saveIdentification" is now private. In order to set or retrieve the value, you have to access
    SaveIdentification.
  • When passing "" through the OnSave method, it no longer stores that data to the saveGame.
  • Added method SaveMaster.SetSlotAndCopyActiveSave(slot) to make it possible to copy the current save to a different slot.
    And use that slot instead.
  • Added events you can listen to for the SaveMaster. This is useful if you want to
    load/unload scenes before a slot gets loaded.
  • Added parameter to SaveMaster.SpawnSavedPrefab. You can now specify which scene to save the saveable to.
    By default it will use the active scene.
  • Fixed issue with the SaveInstanceManager, where it was possible to spawn instances that were assigned to a different scene.
  • SavedInstance component is no longer addable through the inspector. Adding this is done through code
    by the SaveInstanceManager.
  • Save Instance Managers now only get created if there is data present for them.
    Or when a new saved prefab gets spawned.
  • Fixed issue in initialization of Saveables, hasIdentification now gets lazy initialization upon first load.
  • Added support for spawning Saved Instances in duplicated scenes. You are required to create a Save Instance Manager with a custom ID for a duplicate scene.

Release v1.06

05 Jan 12:50
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  • Fixed major issue that caused spawned instances to not save due to duplicate save IDs. This issue was prominent when having a lot of saved instances in the scene.

Release v1.051

24 Dec 13:23
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  • Added option to set guid length of gameObject and component ID's.
    You can set this in the settings menu.

  • Added fix to ValidateHierachy script, OnValidate is no longer required to be public

Release v.1.05

12 Dec 12:51
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Initial public release