Save system with VRIF under the hood questions.
Posted: Wed Dec 27, 2023 2:39 pm
Ho Tony.
Got a question for you on inventory management and the save system.
I'm using VRIF, Dialogue System (for save, scene transitions and quests, but no NPC talks) and building for quest with Unity.
So I have the save system setup and working for scene transitions with the standard VRIF player controller. But I am trying to figure out how to carry over inventory items through the game saves and scene transitions.
I have a test sword setup in two test scenes. I have a dialogue manager setup with a level manager attached and a save persistent position saver on the sword object. Yet when I pass through a scene transition, I lose the sword object.
I remember in the way back working with RFPS and the save system (where it works almost out of box) and there was a index of RPFS weapons that save system seemed to index that was attached to the player controller? But with the new VRIF implementation, I have dozens of weapons and items that can be added into VRIF inventory save points, so I'm not sure how to build that index with this in mind.
Is there a way to add a saver component on a individual object and have it save across scenes?
Should I use the spawn manager for this? (use case, weapons are just spawned in the start of the game to be used later...)
Cheers.
Got a question for you on inventory management and the save system.
I'm using VRIF, Dialogue System (for save, scene transitions and quests, but no NPC talks) and building for quest with Unity.
So I have the save system setup and working for scene transitions with the standard VRIF player controller. But I am trying to figure out how to carry over inventory items through the game saves and scene transitions.
I have a test sword setup in two test scenes. I have a dialogue manager setup with a level manager attached and a save persistent position saver on the sword object. Yet when I pass through a scene transition, I lose the sword object.
I remember in the way back working with RFPS and the save system (where it works almost out of box) and there was a index of RPFS weapons that save system seemed to index that was attached to the player controller? But with the new VRIF implementation, I have dozens of weapons and items that can be added into VRIF inventory save points, so I'm not sure how to build that index with this in mind.
Is there a way to add a saver component on a individual object and have it save across scenes?
Should I use the spawn manager for this? (use case, weapons are just spawned in the start of the game to be used later...)
Cheers.