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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.
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?
The text was updated successfully, but these errors were encountered:
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:
ScriptableObject
s and prefabs.Given this information, do you believe MasterMemory would be well-suited for my game?
The text was updated successfully, but these errors were encountered: