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iPhone saving form data - how and where?

I'm looking at a social interaction app with some game play. I want to create forms and screens so users/players can create personal profiles they can ultimately share over bluetooth/wifi/3G etc. Where...

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Simple Save / Load

I was wondering if there is a way to duplicate a game object*the player*, save that duplicate to a file, then later on load that duplicate after the game has ended. I have sort of a deadline to meet...

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Save a copy of a gameObject

I'm trying to create a simple save/reload system, where objects of many different types need to be saved. There are many objects with different scripts, and I need copies of those instances with all...

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Optimal way to save minimal serialized scene status, at runtime

My usage case is this: a home scene with menus and submenus. After leaving it to a brand new scene, everything gets destroyed. When getting back to the home scene, everything is recreated. I wanted to...

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how to save and load the game state

i want to save the game state and want to load it on resume button click.But i dont knw how to do that.,i tried the snippet using UnityEngine; using System.Collections; public class SaveState :...

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Can you use a ScriptableObject to save game state?

I have a fairly complex game which involves a lot of ScriptableObject instances at runtime. I have one ScriptableObject which manages all of these instances. I was hoping that I could somehow save the...

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Saving state across the scene シーンをまたぐ状態の保存

[English] Please tell me the script that can be resumed from the finished scene. Something like can be attached to each scene. Because there is a scene with no scene and point points to be saved....

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Mecanim Animator: Record current value without changing the value (save state)

Right now the only way i know to save values while recording is to change them. I've connected a button for saving state by Undo.RecordObject, changing a collection of values, Undo.RecordObject, then...

View Article


iPhone saving form data - how and where?

I'm looking at a social interaction app with some game play. I want to create forms and screens so users/players can create personal profiles they can ultimately share over bluetooth/wifi/3G etc. Where...

View Article


Simple Save / Load

I was wondering if there is a way to duplicate a game object*the player*, save that duplicate to a file, then later on load that duplicate after the game has ended. I have sort of a deadline to meet...

View Article

Save a copy of a gameObject

I'm trying to create a simple save/reload system, where objects of many different types need to be saved. There are many objects with different scripts, and I need copies of those instances with all...

View Article

Optimal way to save minimal serialized scene status, at runtime

My usage case is this: a home scene with menus and submenus. After leaving it to a brand new scene, everything gets destroyed. When getting back to the home scene, everything is recreated. I wanted to...

View Article

how to save and load the game state

i want to save the game state and want to load it on resume button click.But i dont knw how to do that.,i tried the snippet using UnityEngine; using System.Collections; public class SaveState :...

View Article


Can you use a ScriptableObject to save game state?

I have a fairly complex game which involves a lot of ScriptableObject instances at runtime. I have one ScriptableObject which manages all of these instances. I was hoping that I could somehow save the...

View Article

Saving state across the scene シーンをまたぐ状態の保存

[English] Please tell me the script that can be resumed from the finished scene. Something like can be attached to each scene. Because there is a scene with no scene and point points to be saved....

View Article


Mecanim Animator: Record current value without changing the value (save state)

Right now the only way i know to save values while recording is to change them. I've connected a button for saving state by Undo.RecordObject, changing a collection of values, Undo.RecordObject, then...

View Article
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