Save System for VR (Gear, Oculus Rift)

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TwistedR3ality
Posts: 1
Joined: Wed Aug 14, 2019 2:31 am

Save System for VR (Gear, Oculus Rift)

Post by TwistedR3ality »

Good evening,

I am having trouble figuring out how to make a save point system for a VR unity game (has cinemachine elements in it as well). Has anyone been able to create a pause menu and save points in a VR game as of yet?

Basically, I want to be able to pause the game and go back to a point in time. As of yet, I havent found anything on using Dialogue System in VR for doing this.

Thanks!
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: Save System for VR (Gear, Oculus Rift)

Post by Tony Li »

Hi,

There are two parts:

1. Saving the data, and
2. Showing a menu UI.

To save using the Dialogue System's save system, set up the save system on the Dialogue Manager GameObject as described in the Save System video tutorial or the Save System section of the manual. The manual has a section on checkpoint saves. The save system works the same whether you're in VR or not.

The Dialogue System's DemoMenu script is only intended to run the demo scene; it's not built for VR. To show a menu in VR, use a Screen Space - Camera canvas or a World Space canvas.

How you interact with UI buttons in VR will vary depending on your VR setup. Some people use the gaze selector in Unity's VR Samples. Others use Steam's OpenVR plugin. The Dialogue System's Extras page has examples of setting up both of these with a dialogue UI. The Asset Store has several other options, too, for VR UIs.

In any case, configure a UI button to tell the save system to load a saved game. You'll typically add a small script that checks if a save exists (check SaveSystem.HasSavedGameInSlot) and then loads it (SaveSystem.LoadFromSlot).
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