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Save and load entire scene in Unity
(3 answers)
Closed 1 year ago.
I have a 3D survival game in Unity with rocks, trees, barrels, etc. I have my saving system in json and I can save almost everything (player status, position, inventory, etc.).
The last things I want to save are my game objects in the map (tree,stone).
So when I destroy for example a tree, it will destroy the object, but of course when I load my saved game it appears again.
I guess I have to save the objects x, y, z coordinates, maybe the rotations, but I dont know how to save if I destroy that object or not (so that the object can be loaded or not if I destroy it).
Can someone please give me an advice or an example how can I do such a thing? (save my objects conditions - destroyed or not, coordinates and rotations - )
Thank you in advanced.
As #phantasm suggested you need to keep track of prefabs. This suggests that every object in the scene should be a prefab. You may use the following data structure to keep track the scene objects
public interface IStorableComponent
{
string Serialize();
void Deserialize(string payload);
}
[System.Serializable]
public class StorableObject
{
public string _name;
public string prefabPath;
public Vector3 position;
public Vector3 rotation;
public Dictionary<string, string> storedComponents;
public string Serialize(GameObject gameObject)
{
// Populate stored components
storedComponents = new Dictionary<string, string>();
IStorableComponent[] components = gameObject.GetComponents<IStorableComponent>();
foreach (var component in components)
{
storedComponents.Add(component.GetType().Name, component.Serialize());
}
// Serialize using NewtonSoft
return JsonConvert.SerializeObject(this, Formatting.Indented);
}
}
Essentially, when you press save or quit game button, you have to save the prefab name of all objects you want to save and their positions (and other stuff like rotation and scale if you want, but it may slow down the process) and then when you load your game again, you can use the names of your prefabs in order to instantiate them from the resource folder (https://www.youtube.com/watch?v=5PBcvTfbDn0 if you do not know how it works) and then set the position and other saved data to those objects. Loop through the list of all objects you saved and voila:) Hope it makes sense👍
Related
I'm trying to synchronize a canvas with photon engine so every player can see it. This canvas will be kind of a tv that any player can turn on and the rest can watch it. I could synchronized a cube adding the PhotonView and the PhotonRigidBody components to the prefab but when I tried the same with the canvas it didn't work at all.
Can anyone tell me what components are required to do this and if it needed it what should I handle with an extra script (i.e transfer ownership).
There is nothing special about the canvas, but it could be locked in place.
There are two solutions I have for you:
Observable Component:
You could write a custom observable component, and add it to the PhotonView:
To make use of this function, the script has to implement the IPunObservable interface.
public class CustomObservable : MonoBehaviourPunCallbacks, IPunObservable
{
[SerializeField] PlayerController playerController;
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
stream.SendNext(playerController.playerNumber);
stream.SendNext(playerController.playerScore);
}
else
{
playerController.playerNumber = (int)stream.ReceiveNext();
playerController.playerScore = (float)stream.ReceiveNext();
}
}
}
Custom Properties:
You could also use custom properties to sync the data across all players.
Photon's Custom Properties consist of a key-values Hashtable which you can fill on demand. The values are synced and cached on the clients, so you don't have to fetch them before use. Changes are pushed to the others by SetCustomProperties().
How is this useful? Typically, rooms and players have some attributes that are not related to a GameObject: The current map or the color of a player's character (think: 2d jump and run). Those can be sent via Object Synchronization or RPC, but it is often more convenient to use Custom Properties.
PhotonNetwork.CurrentRoom.SetCustomProperties(Hashtable propsToSet)
You can write a script that uses Photons callback, and updated the UI elements.
OnRoomPropertiesUpdate(Hashtable propertiesThatChanged)
Hi there I am very new to code and I'm really struggling. I'm just trying to create a simple bet system for a blackjack game, in which you place your bet and the value is saved then it gets carried into my next scene which would be the game scene. So basically I created a button in a scene called BetScene when the button is pressed it adds 25 to the betamount and removes 25 from the playeramount. Once the player is happy with the money they placed they press the second button PlaceBet. When that button gets pressed the game scene loads so what I want to do is save the amount that was placed and display it in the game scene. Hope this makes sense I really need help I'm really trying to learn thanks
Okay, so first: This scenario does not sound like you should use multiple scenes, so I would say "reconsider your architecture and scene flow in this case." But I am also here, to answer your question, so let's do that instead.
A great way of sharing data between scenes is using a ScriptableObject as a data container. You simply create the class of the data you want to use in multiple scenes and then create an instance of your ScriptableObject as an asset in your Assets-folder.
This asset can then be assigned to all components that need to use it for data transfer. It is basically like a texture that is painted on in one scene and read from in another scene.
You can even improve on this by creating a kind of "data binding" using these ScriptableObject assets as variables. There is a great talk about that topic from 2017 on Unitys YouTube channel: Unite Austin 2017 - Game Architecture with Scriptable Objects
Solution 1: Using PlayerPrefs.
PlayerPrefs.SetFloat("HIGHSCORE", 123.45f);
float highscore = PlayerPrefs.GetFloat("HIGHSCORE");
Solution 2: Using Static Instance
public class MyClass: MonoBehavior {
public static MyClass Instance;
public float highscore;
void Awake() {
Instance = this;
DontDestroyOnLoad(this);
}
}
...
public class YourClass: MonoBehavior {
void YourFunction() {
print(MyClass.Instance.highscore);
}
}
I am making a 3D game in unity where player can interact with images and notes (approximately 3-4 paragraphs).
I created the canvas, when player interacts with the notes on the ground, the menu(canvas) pops up.
I wonder, is there any way to store string variables with Image gameObjects in the same array?
Also, i'm going to use these images on the canvas, so should i create as an Image or as a Sprite ?
If you want them to be UI components, you should create Image components.
I suppose you can achieve this by defining your list to be of the two objects common ancestor; Object:
var list = new List<object>();
list.Add("Hello");
list.Add(5);
list.Add(MyImage);
foreach (object obj in list)
{
if (obj is string)
{
Debug.Log(obj.ToString());
}
}
You should use a common base type from which both inherit. If both things you want to store are e.g. of type MonoBehaviour it would make a lot of sense to use this as a base type instead of object.
public List<MonoBehaviour> List = new List<MonoBehaviour>();
That would at least provide you with all functionality that MonoBehaviour/Component implements. It sounds e.g. like are later interrested in .transform.position.
If you are speaking a about UI stuff like Image and Text you can even use UI.MaskableGraphic as common type
public List<MaskableGraphic> List = new List<MaskableGraphic>();
which provides even more UI related properties like e.g. color or canvas.
I want to instantiate a Prefab by it's name (and path), which comes from my server, from my Assets folder and came across some issues.
I found multiple ways of doing this:
var prefab = Instantiate(Resources.Load("prefabName")) as GameObject;
This is suggested by most threads but as described here you should not use it.
var prefab = Instantiate(UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(path));
This is the second way I found but this will only work when working inside the Editor. Building the project to a WebGl for example will immidiatly throw a build error.
So what is the proper way to instantiate a prefab then?
Why not simply add a (serializable) field in your MonoBehaviour:
[SerializeField] private GameObject myPrefab;
or
public GameObject MyPrefab;
Drag your prefab in the inspector, then below in your code:
GameObject clone = Instantiate(myPrefab);
The difference with this approach is that your prefab is preloaded in memory, i.e. when you instantiate you read from memory (as opposed to disk).
Are you importing assets into your already built game? Or are you refering to assets that are already in your project?
Because if you want to import on runtime you could use AssetBundles. Unfortunately I can't really help you with that since I have no real experience on working with them, but I have read somewhere that many mobile devs use them to distribute their asset on game launch.
Maybe the Asset Bundle Manual helps you with that.
If you want to Instantiate prefabs that are already in your project you could use a Dictionary<string,GameObject>. Like that:
public Dictionary<string, GameObject> prefabDict = new Dictionary<string, GameObject>();
public void SpawnPrefabFromDict(string name)
{
Instantiate(prefabDict[name]);
}
The string as key then point to its value - your prefab!
Hope this helps!
Good Luck!
I've been thinking on this for a few days and have tried a few different things and have googled quite a bit. Iv specifically looked at this thread alot
http://forum.unity3d.com/threads/stitch-multiple-body-parts-into-one-character.16485/
But im confused, and not sure if this 100% what i wanted.
Im just trying to add a new mesh to an already existing gameobject with its own mesh. That runs off the same bone structure or animator, the object being added has the required bones of the position its being pasted at.
https://gyazo.com/19778b3c73ef9a749c8cc338f7e49d79
Thats the object im trying to add onto my player. I tried taking the mesh directly off of it and then linking it to the same bone structure as the player being animated
When the object is created and imported with fuse/mixamo it adds the object as separate mesh objects on a parent player
https://gyazo.com/55ce7442dc186756da4ff149ac3543e5
So if i was to disable the armor mesh id be left with this
https://gyazo.com/09ffd7c7721f46e6980f895a1a873749
But i tried importing my character without the armor on it. Then i opened the character with the player and armor in blender and deleted the player and left the bone structure and the armor and then saved that as a separate fbx and imported that into unity and am pasting the new armor fbx on the original player in an attempt for it too animate the same was it originally was from the mixmo object. But it doesnt, cant even get it to import in Tpose. And when i configure it myself it wont save the configuration and just keeps going back to where it was.
I suppose i should.... only have the bones required on the armor. Then do some type of game logic to figure out what bones are the same name on the armor object as is being added to the player and replacing the player bones with the bone of the armor? But i feel like if i wanted to do it this way, then i need the player split into pieces so that it knows what parts to replace of the player. Or is there a way i can keep the player together and just make the armor follow the bones of the player, i guess would be the easiest thing to do
Im pretty sure the link i posted is pretty much waht i want. I guess i just dont understand it fully and wanted someone to help me better understand it
Ok so, this post is not going to be explaining how the code works but how to get the code TOOOOO work. Masterprompt explains the code well enough here. If you want to understand how the code works follow that link.
Anyways, onto what to do to go about merging 2 objects together to make one object that runs off the animation of the base object.
Example uses could be
Creating a person limb from limb.
Add armor too a base player
The meat and bones of how i get this too work without having a graphic artist to create my assets for me is using fuse and mixamo. I highly suggest these programs. You can still easily get this too work without those programs, but i will be explaining how to do it as if you are using it.
Ok so, download Adobe fuse and create your base player. (preferably naked)
Now save that player as whatever you would like (I used Main_Player_Naked)
Upload this player to mixamo for auto rigging, after downloading the model from mixamo import him into unity. (At this point im assuming you know how to set the model up as a humanoid in unity)
Now that your player is created and imported into unity go ahead and animate him or do whatever you want with him. Whatever you do to him will work fine with the new armor/hair/beard whatever you are adding to your player.
Ok, now time to create the armor we are going to add. Go ahead and reopen your naked player in fuse and recreate him with the new asset you want him to have (Dont change any body shape sizes, just add the new object). (Don't worry we're not switching the whole model out, this is just so we don't have to rig the new asset by ourselves) Now that you have the new asset looking nice, go ahead and follow the first steps of creating the naked played. So save your newly created character and import to mixamo for auto-rigging. Now download and import the new player into unity. Delete all the objects off the player except the new asset (Which is on a separate mesh that the naked player that's under the object)
Now we are going to use the code from Masterprompts post
I've rewritten it, so here's my new code
using UnityEngine;
using System.Collections;
public class CreatePlayer : MonoBehaviour
{
public GameObject objPlayer;
public GameObject objLimb;
public GameObject objAdded;
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.H))
AddLimb(objLimb, objPlayer);
if (Input.GetKeyDown(KeyCode.J))
Destroy(objAdded);
}
//
void AddLimb(GameObject BonedObj, GameObject RootObj)
{
var BonedObjects = BonedObj.gameObject.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (SkinnedMeshRenderer SkinnedRenderer in BonedObjects)
{
ProcessBonedObject(SkinnedRenderer, RootObj);
}
}
private void ProcessBonedObject(SkinnedMeshRenderer ThisRenderer, GameObject RootObj)
{
/* Create the SubObject */
var NewObj = new GameObject(ThisRenderer.gameObject.name);
NewObj.transform.parent = RootObj.transform;
/* Add the renderer */
NewObj.AddComponent<SkinnedMeshRenderer>();
var NewRenderer = NewObj.GetComponent<SkinnedMeshRenderer>();
/* Assemble Bone Structure */
var MyBones = new Transform[ThisRenderer.bones.Length];
for (var i = 0; i < ThisRenderer.bones.Length; i++)
MyBones[i] = FindChildByName(ThisRenderer.bones[i].name, RootObj.transform);
/* Assemble Renderer */
NewRenderer.bones = MyBones;
NewRenderer.sharedMesh = ThisRenderer.sharedMesh;
NewRenderer.materials = ThisRenderer.materials;
objAdded = NewObj;
}
private Transform FindChildByName(string ThisName,Transform ThisGObj)
{
Transform ReturnObj;
if( ThisGObj.name==ThisName )
return ThisGObj.transform;
foreach (Transform child in ThisGObj)
{
ReturnObj = FindChildByName( ThisName, child );
if( ReturnObj )
return ReturnObj;
}
return null;
}
}
This was very quickly thrown together. I suggest making it nicer.
But just add the naked player too objPlayer and the asset to add to objLimb.
Run your game and pushing 'H' creates the asset and 'J' deletes it.