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r
I know this is an overused statement, but this is truly one of the best assets.
2 years ago
rickybeechingdev버전 2.4.0
This is basically PlayerPrefs, except it isn't. It works exactly as PlayerPrefs would, which is super duper convenient. I created a save system to test out using playerprefs, and swapping it over to this system was an absolute breeze. If you're familiar with how playerprefs works, you'll have no problem understanding how this asset works.
TLDR; 10/10 - saved me a LOT of time. Basically enhanced PlayerPrefs.
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0
Everything is simple and fast, however, I ran into a problem that saving did not work in the webgl assembly, I found one comment that helped solve the problem. But to make it easier for everyone, just replace the SaveGame.cs script with this one, which I edited for the asset to work in webgl - https://pastebin.com/SmTgAjT5
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6
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f
Really good!
3 years ago
fizzyfrosty이전 버전 2.3.9
This is quite amazing, and very easy to use. I am using it for my project to be released on iOS and Android, and it works for both. If you want to use for WebGL, read further down below.
I am able to save ScriptableObject instances as-is into a save file to the Application.PersistentDataPath, and the entire data architecture is preserved!
Some caveats:
- This does not support async saving/loading. You have to buy SaveGamePro for that. (However, be warned that SaveGamePro will not let you save ScriptableObjects, because Unity components are not thread-safe anyway.)
- For some reason, saving/loading using the PersisentDataPath in WebGL is disabled in the source code. I have no idea why. I checked online, and there is nothing about PersistentDataPath not being supported in WebGL in Unity. So what I did was in SaveGame.cs I simply edited the UNITY_WEBGL flags and removed them, and also deleted the line of code in IOSupported() function for rejecting WebGL. Then voila, my WebGL build magically was able to save persistent data, just like my mobile builds.
Overall, I am extremely satisfied with this. This is something I'd pay money for. I would've given this 4 stars for the WebGL not being supported out of the box, but it has just worked so well everywhere else that I'll keep the 5-star rating.
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4
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T
Effective and easy to use!
3 years ago
TabArtwork버전 2.4.0
Works great! Really easy to use with just a few lines of code.
Is also able to save custom classes, which is wonderful.
Don't expect to be able to use it if you're not decent with code though. It basically just stores data and allows you to retrieve it later, so you do need to know what data needs to be stored and how to recreate a saved game from that data.
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