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Is this a good use case for MasterMemory? #70

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JesseTG opened this issue May 21, 2021 · 4 comments
Closed

Is this a good use case for MasterMemory? #70

JesseTG opened this issue May 21, 2021 · 4 comments

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@JesseTG
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JesseTG commented May 21, 2021

I'm considering using MasterMemory for some of my Unity game's save data, but I'd like to ask about my use case to make sure I understand what this library is designed for.

Here are some facts about my game's data:

  • I am using MessagePack-CSharp for serialization.
  • I do not intend to use MasterMemory for game design assets (e.g. difficulty, level design, game mechanics); for that I will just use standard ScriptableObjects and prefabs.
  • Most of my game's save data is only loaded once at the start of the game. This data is used every couple of minutes.
  • Part of my game's save data consists of local leaderboards for each game mode that are updated with one entry at a time whenever the player finishes a session. When that happens (usually once every few minutes), the data is saved to disk.
  • My game will have online leaderboards, but I haven't yet decided how it will be managed or structured.
  • Another part of my game's save data consists of input configuration, which is fairly complicated due to the nature of the input manager I use. This data is referenced whenever a controller is connected, disconnected, or assigned to a player. It is modified whenever the player customizes their controls (very rare) or when the player is assigned a controller (more common).

Given this information, do you believe MasterMemory would be well-suited for my game?

@JesseTG
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JesseTG commented Jun 10, 2021

Hi there, do you have any thoughts on this matter?

@neuecc
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neuecc commented Jun 11, 2021

Thanks for considering it.
However, here is not a free consulting room.

@neuecc neuecc closed this as completed Jun 11, 2021
@JesseTG
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JesseTG commented Jun 11, 2021

I guess this was a bigger question than I had anticipated. Thank you anyway. I look forward to using MasterMemory in my game.

@WithAnOrchid
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  • ScriptableObjects

I have the same concern, like do I really need it if I could just use ReadOnlyCollection<T>?

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