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ADVANCED SCENE MANAGER (Affiliate)
ADVANCED SCENE MANAGER (None Affiliate)
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EventManager allowes me to make event's more global.
It has proven to be a quite valuable ally.
Only downside is key being string makes it harder to find references in VS.
But so far, benefits outweights the cost.
Example usage:
EventManager.Invoke("OnEventHappened", true);
EventManager.AddListner("OnEventHappened", OnEventHappened);
EventManager.RemoveListner("OnEventHappened", OnEventHappened);
public void OnEventHappened(object data) => res = (bool) data;
This homemade save system saves encrypted Byte64 files to APPDATA instead of PlayPrefs or databases.
Tested for PC, Android.
Save system makes use of Lazy's Global Coroutine.
It allowes the use of coroutine during saves to avoid spikes, to save 1 file every frame.
Stutter can still happen if one is to save a massive dump.
Features:
- Saves to individual files for smaller load and saves. I do not save everything to one file.
- Surpricingly easy to use, as simple as PlayPrefs, but without the limitations.
- Using Newtonsoft, way more powerful than Unity's, I've had no issues so far serializing about anything.
How to use:
List<InventoryItem> inventory;
var saveAddress = "Player/Inventory";
inventory = SaveSystem.Load<List<ItemRef>>(SaveAddress);
SaveSystem.Save(SaveAddress, inventory);
Future plans?:
- If the time comes to develop for other platforms, I may upgrade the file location.
- If i ever is in need of cloud save, i might hook it up to services like Playfabs or Mongo database.
But this is not on the roadmap for now.
Contains a set of functionality for Unity UIToolkit.
Check readmes
This folder contains small extra things I use.