Making objects saveable
v4.0
Last updated
v4.0
Last updated
Objects can automatically save and load their data once the method is started on the Save and Load module.
To make an object saveable, first add the Savable
component to them.
The component will automatically generate a Save ID, which is unique to this object. This value must be unique among all of the Saveable objects.
Once set, the Save ID should *NEVER* change. If the Save ID changes, data will not be loaded into the object!
I've added the giant "Unlock" button to help ensure you do not accidentally change this value. If you'd like to change it, click "Unlock" first.
Next, make sure the classes on the object which need to be saved implements ISaveable
.
ISaveable
requires the following methods:
The Pre- and Post- actions are optional. While you'll have to add them to your class, you may choose to not use them for any purpose.
The SaveableObjectId() can be randomly generated by your script or you can set it to somethign more human readable. There should only be one class with a specific Saveable Object Id on each Saveable object. However, the same Saveable Object Id can live on multiple different Saveable objects.
The saved data is stored in a structure based on teh Save ID & Saveable Object ID combined.
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Did you know if you copy/paste the documentation below into ChatGPT, and then paste in your struct, it can make the SaveState() and LoadState() methods for you?
That should save you a good 5 minutes :)
SaveState()
and LoadState()
You will need to add a new struct
to contain the saved data. In this you will specify which data in your class should be saved. Note that only data types which can be serialized can be saved. Here is the struct
from the GameData
object in the Party Based RPG demo game, which can be found in GameData.cs
.
SaveState()
In your SaveState()
method, you will create a new data object from your struct
, and populate it with the current values. The method will return the data object to the Saveable
class, which will combine it with all the other classes with saved data, encode it, and send it to the Save and Load module.
You can do more than just what is displayed below, of course, by adding additional code to the SaveState()
method.
Your LoadState() method will do the opposite of SaveState(). A JSON encoded string
will be provided, and your method will need to decode the string
into the struct
you've created, and then populate the values in your class with the values from the decoded object.
In the example below, since the GameData
class is a singleton, the GameDataIsSetButIsNotThis()
method will return true if this instance of GameData
is not the registered singleton, and skip loading, avoiding a potential error.
After the data is loaded, we also call StartActions()
, a method which sets up objects in the scene.
These are examples of additional logic you can add into your save and load methods.
If you are using a Character Controller, you likely will need to disable it prior to setting your Transform values, then enable it right after. Otherwise, it will block your object from moving, if it's already live in the scene.
Here's an example of my LoadState()
method on the "Party" object in Legend of the Stones. This object is the in-world representation of the player with the camera etc.