💾Save Manager
Last updated
Last updated
There are 2 demo scenes in the project (Universal Shooter Kit -> Demos -> Scenes -> SinglePlayer -> Save System -> Save System (Scene 1) / (Scene 2))
Open and run one of them to test the Save System.
To create a save system in your game, add a SaveManager script to any object in your scene.
In this script you can choose which parameters will be saved, as well as enable autosave mode.
If you're going to save your character's inventory, make sure all the weapons you use are in the special pool (Tools -> USK -> Project Settings -> Weapons Pool).
If your game has weapons that can be picked up, they should be added to the pool as well. Or add weapon prefabs to your scene and don't unpack them.
(Load) Every time you load a scene with the SaveManager component in it, all saved progress is loaded and applied (depending on which parameters you have activated).
(Save) To save your progress, you need to call the save function (anywhere and at any time):
(Clear) To clear all progress, call the following function:
In the manager 2 classes are saved separately: the first class - "Character Data", the second - "Scene Data".
Character Data is saved in a single copy (contains character health and inventory values)
Scene Data is saved for each scene separately (contains the position of the character, dropped/picked up items, and AI parameters) and refers to scenes by their names (please note: when you rename a scene, the linked save won't be loaded)
If you need to save some other parameters, use the prepared CustomData class in the SaveManager script.
You can only save serializable variables - Unity Docs.
Also, you need to apply the loaded parameters after loading the save files.
By default, all data is saved to JSON files without encryption. If you want to expand these features, then activate an integration with the Easy Save system.
Easy Save 3