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Save system for Pluto ECL in Unity. Allows to save world state easily.

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OlegDzhuraev/PlutoSave

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PlutoSave

Save system for Pluto ECL in Unity. Allows to save world state easily.

Requirements

  • Pluto ECL. This is a base for PlutoSave save system. It saves only Pluto Entities objects with Saveable component added and Save attribute near Components fields which should be saved.
  • Newtonsoft JSON package. Used as Serializer to save world state into JSON.

In future updates I want to add support of custom serialization, but now only JSON supported.

How to install

You can install PlutoSave via Unity Package Manager as a git package from Github repository:

https://github.com/OlegDzhuraev/PlutoSave.git

You also can download it directly from Github and place into the Assets folder.

What will be saved?

Saved only objects, which have Prefab. Also required PlutoECL.Entity and Saveable components.

This data will be saved for every Entity:

  • Position
  • Rotation
  • All Entity Tags
  • Parts (Components) with fields, which have [Save] atrribute.
    • All fields with [Save] attribute, which can be serialized to Json. Do not use Save attribute for GameObject, Transform, etc.

How to save

You need to place object with a Saver component added to it. Next, fill Asset Map field of Saver with your AssetMap. Finally, you can use its SaveWorld and LoadWorld methods.

In future updates I want to make it singleton or static, currently not decided what will be better.

AssetMap

This is ScriptableObject, which contains info about all Prefabs which can be saved by PlutoSave. It generates unique IDs for them.

More info will be added soon.

Examples

You can find example in Example folder, but it is not finished in actual version, just shows how to setup AssetMap, Saver and Entities to work with PlutoSave correctly.

License

MIT License.

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Save system for Pluto ECL in Unity. Allows to save world state easily.

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