Preserving State Between Level Loads

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Preserving State Between Level Loads

Postby MooCow » Sun Sep 04, 2011 9:45 am

Hi There

Since posting:

viewtopic.php?f=13&t=2441

I bought the package anyway but I think I may be a bit stuck:

* Each of our environments are saved in a separate scene
* When I have been in an environment I might drop some items, instantiating prefabs that I have marked up to be saved
* I then leave that environment
* I then return to it - I want the instantiated prefabs I expect to have been saved to be where I left them

So, looking at the SaveGameManager.cs it looks like when a level loads, the data only loads from that level when there is an active save game, but from my perspective there should always be an active save-game. I wonder if I need to do something like save the game before I leave each environment or after I arrive in the next and then perhaps reload the saved game to make it active? I'm a little concerned that it's not going to quite work for me as it stands :o

Could really use some help on this one ASAP! :) thanks

Thanks
Ian
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Re: Preserving State Between Level Loads

Postby MooCow » Mon Sep 05, 2011 3:34 pm

Just to follow up... I don't think EZGS is going to work for us... here's what I tried doing:

* On exiting the current level, save the game
* On entering the new level save the game again - to preserve the new position for the player
* Subequently load the game, so that the active save data is the current save data

So if I start the game, drop something on the ground and leave the zone, the above occurs. If I then zone back, the above occurs again but there isn't any item data loaded - but I did see it being saved.

So I am not quite clear on:

* When state is saved for a level - do I need to save state if a leave a level.
* Whether I can preserve state between levels by saving - this may not be a save essentially, but it is a save like operation and would form the basis of a saved game.
* I can see my prefab instances being saved but not loaded, so I wonder if the save concept is only on a per level basis
* I wonder if I would need to save the scene, load it and then load the level to which the player is going and repeat

Cheers
Ian H
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Re: Preserving State Between Level Loads

Postby Brady » Mon Sep 05, 2011 6:33 pm

Yes, this is the issue I was trying to explain in one of the other threads we were talking in. A savegame is tied to a specific scene, in the sense that the scene in which the game was saved will be loaded when that savegame is loaded. So if you're saving data for objects instantiated in a scene that you don't want to be loaded when the savegame is loaded, then you have to handle that yourself, by having code that checks for this or that flag to tell you where the object should exist.

To an extent, you can use, for example, profile-tier save data to save stuff not specific to the current scene (or specific to non-current scenes). But as far as automatic re-instantiation, etc, of objects, this happens when you load a savegame for a specific scene, but not simply when entering a scene from a previous one (not loading from save).

For this and a couple of other reasons discussed in other threads, I think your game is of such a design and extent that you will probably be best served with a custom save solution. You can e-mail me directly with your order number and I'll be happy to issue you a refund.
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Re: Preserving State Between Level Loads

Postby MooCow » Tue Sep 06, 2011 12:47 pm

Hi Brady

Sure, I switched to dropping the prefabs into the scene for items to dropping a reference that instantiated the item for the prefab which worked fine along with checking a flag for each scene, but it seems the save game only saves the active scene which is probably fine for many games.

I'll have to roll my own, which is currently looking like:

* Create some lightweight serialisable objects for the data I do want to keep, which isn't all that much
* Keep Lists for each bit on a per scene basis - player info, active monsters, monster respawn metrics, dropped items
* Cache specific bits of scene data on leaving the level
* Instantiate prefabs for each item that needs to be re-created or update those objects that need to be updated with cached scene data
* Serialise the lists to files in the iPhones documents directory (currently not working at all this :o).

Thanks for offering the refund, I've emailed you the details. Thanks for the suggestions/advice as well.
Thanks
H
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Re: Preserving State Between Level Loads

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