Save System for RFPSP
Posted: Mon Nov 01, 2021 9:36 am
Save System 1.1.6 for Realistic FPS Prefab is now live on the Unity Asset Store!
Release Notes:
Release Notes:
- Save System: FPSPlayerSaver apply data methods are now virtual so they can be overridden to change behavior.
- Save System: Added version info to saved games.
- Save System: DiskSavedGameDataStorer Added dropdown to use persistentDataPath, dataPath, or custom location.
- Save System: DiskSavedGameDataStorer now saves to intermediate file first in case writing to file fails.
- Save System: DiskSavedGameDataStorer will now rebuild saveinfo.data (catalog) automatically if missing.
- Save System: DiskSavedGameDataStorer change -
- will now throw exception if fails to write to disk.
- Save System: Saver components now show warning if GameObject has multiple savers and Key values are blank.
- Save System: Added SaveSystemMethods.ResetGameState().
- Save System: No longer adds JsonDataSerializer or PlayerPrefsSavedGameDataStorer if application is quitting.
- Save System: Fixed bug with AnimatorSaver when using BinaryDataSerializer.
- Save System: Added MultiEnabledSaver.
- Save System: AnimatorSaver now also saves trigger parameter values.
- Save System: Fixed: Doesn't delete non-cross-scene data when loading additively.
- Save System: Fixed: Calls BeforeSceneChange() on scene objects UnloadAdditiveScene().
- Save System: LoadScene() logs message when Debug is ticked.
- Save System: Added Scene Portal OnUsePortal() UnityEvent.
- Save System: Added SaveSystem.ResetGameState().
- Save System: Fixed potential timing issue with AutoSaveLoad and DiskSavedGameDataStorer.
- Save System: Added option to automatically unload any additively-loaded scenes when changing scenes.
- Save System: Fixed AutoSaveLoad save issue when quitting application.
- Save System: Spawner-spawned entities with Spawned Object components (managed by Spawned Object Manager) now reattach to their spawner when loading save data.
- Changed: GameObjectUtility.GameObjectHardFind and GameObjectUtility.FindObjectsOfTypeAlsoInactive (used by
- Improved: InputDeviceManager has option for keyboard input to switch to keyboard mode.
- Improved: InputDeviceManager New Input System integration handles translation of KeyCode.Alpha# and KeyCode.Keypad#.
- Improved: InputDeviceManager improved mouse movement tracking to determine when to switch to mouse mode.
- Improved: EnableOnStart now has public property for component to enable.
- Improved: Localize UI component can now localize TextMeshPro components in addition to TextMeshProUGUI.
- Improved: Added UILocalizationManager checkbox to set TextTable.useDefaultLanguageForBlankTranslations.
- Improved: LocalizeUI will use default translation if current language setting is invalid.
- Improved: UIScrollbarEnabler will now update scroll rect even if no scrollbar is assigned.
- Improved: UILocalizationManager now also updates LocalizeUI components on inactive GameObjects.
- Fixed: UIPanel no longer deactivates GameObject on start if state is set to Closed but deactivateOnHidden is false.
- Fixed: InputDeviceManager when using Input System now ignores keycodes for mouse buttons.
- Fixed: Input Device Manager could report error using new Input System with disabled domain reloading.
- Fixed: UIButtonKeyTrigger feature to visually simulate button click would not work if time was paused.
- Fixed: UIButtonKeyTrigger didn't reset pressed state.
- Fixed: UILocalizationManager didn't apply localization to inactive GameObjects when option to apply to inactive was ticked.
- Fixed: Assigning a Text Table asset to a string field would unnecessarily add a UILocalizationManager GameObject at design time if the scene didn't already have one.
- Set GameObject Active action) search all open scenes by default, not just active scene.
- Text Table: No longer counts empty field as having text for a language.
- Rewired: InputDeviceManagerRewired now recognizes negative button input as well as positive.
- Super Text Mesh: Added support.