Hi there,
I'm implementing a save system with EasySave3, PlayMaker, Adv. Creator and, of course, Dialogue System.
My intention is to use PlayMaker actions to use EasySave3 saving system.
Now, I've found these PlayMaker actions...:
... for saving, and these...:
... for loading.
But I'm afraid I don't understand the difference between them.
I'm guessing some of those must save/load just the variables, dialogue entries and quest states, while others must deal with the "saver" scripts included with DS or PixelCrushersCommon, right? But could you elaborate a bit on the differences?
At any rate, my main objective is to centralize all of that in one or two strings that I can "send" to ES3 for saving, not using DS or AC for any actual saving.
Thanks.
Differences between these...?
Differences between these...?
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Differences between these...?
Hi,
Wow, those really aren't clear, are they. I'll fix the documentation in the next release.
Record & Apply Persistent Data are "old." They tell all Persistent Data components to record their states into the Dialogue System's Lua environment.
Record & Apply Savegame Data do the same thing as Record & Apply Persistent Data, but Record Savegame Data also returns a string containing a serialized version of the Lua environment that you can send to Easy Save. Apply Savegame Data deserializes a string (e.g., from Easy Save) into the Lua environment.
If the scene has a Save System GameObject, Record & Apply Savegame Data's serialized string represents the entire Dialogue System save system data accumulated from all Saver components such as DialogueSystemSaver, ActiveSaver components, PositionSaver components, etc.
Wow, those really aren't clear, are they. I'll fix the documentation in the next release.
Record & Apply Persistent Data are "old." They tell all Persistent Data components to record their states into the Dialogue System's Lua environment.
Record & Apply Savegame Data do the same thing as Record & Apply Persistent Data, but Record Savegame Data also returns a string containing a serialized version of the Lua environment that you can send to Easy Save. Apply Savegame Data deserializes a string (e.g., from Easy Save) into the Lua environment.
If the scene has a Save System GameObject, Record & Apply Savegame Data's serialized string represents the entire Dialogue System save system data accumulated from all Saver components such as DialogueSystemSaver, ActiveSaver components, PositionSaver components, etc.
Re: Differences between these...?
Thanks for the reply.
So, what about save/load game? I guess those will be the ones that ignore saver components?
So, what about save/load game? I guess those will be the ones that ignore saver components?
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Differences between these...?
Save Game and Load Game are the same as Record & Apply Savegame Data with a Save System component except they also write the save data to permanent storage based on whatever saved game data storer component is on the Save System GameObject (e.g., PlayerPrefsSavedGameDataStorer, DiskSavedGameDataStorer, ESSaverGameDataStorer, etc.).
Re: Differences between these...?
Ah, right.
So for ES3 I'll want to use Record & Apply Savegame Data.
Alright, now it's clear. Thank you!
So for ES3 I'll want to use Record & Apply Savegame Data.
Alright, now it's clear. Thank you!
Unity 2019.4.9f1
Dialogue System 2.2.15
Dialogue System 2.2.15
Re: Differences between these...?
Yes, you got it. I'll clarify all that in the next version's docs.