Comments (1)
There are 2 levels of persistence worth thinking about here. First is between scenes. We kind of get that for free with Scriptable Objects. The next is between play sessions. That can be easily solved by having a variable save and load through something like player prefs or whatever your serialization model is.
It then needs to be up to the game logic to decide when each thing saves and loads, but it can be nice and modular to have each variable track their own save key.
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Related Issues (11)
- Add a license HOT 2
- #ifdef UNITY_EDITOR on serialized property HOT 1
- Setter for Value property in FloatReference HOT 3
- FloatReferenceDrawer no longer works HOT 4
- Inventory Demo HOT 3
- Handling multiple instances of objects (ie PlayerHealth, but multiple player's) HOT 3
- Wouldn't source control be spammed with unnecessary changes caused by persistant scriptable assets being modified at run time? HOT 1
- ScriptableObjectsEvents on build, Android not working. HOT 4
- Type mismatch in Demo05_Sets HOT 4
- Event send an arg HOT 6
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