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How do you save GameObjects in unity?
Saving and loading GameObjects Your scene must have an Easy Save 3 Manager to save and load GameObjects. To add this to your scene, go to Assets > Easy Save 3 > Add Manager to Scene. // Save a GameObject. // GameObject if one exists, or create a new GameObject if not.
How do you save a prefab in unity?
Prefabs in Unity are pre-configured reusable GameObjects that you create in the scene and store in the project. To make a prefab, you create the GameObject in its desired configuration in the scene using whatever components you need. You then drag it into the Project window to save it as a prefab in your project.
Where are Unity projects stored?
Our system is cloud-based, which means that Unity Projects can be stored in ‘Organizations’. Projects are stored within your Organization. If you are an individual Developer, only you will have access to your Organization.
How to save and load gameobjects in Unity?
Now, if you are saving the whole scene info such as object position or every variable in Game_Info class, you have to convert the class to Json with JsonUtility.ToJson, then save it using PlayerPref. Then to load it, you use PlayerPref to load it then Serialize it back to your Game_Info class with JsonUtility.FromJson.
What happens when I load a scene in Unity?
So what I am trying to accomplish is when I load a scene I want to have certain objects to be active or inactive depending on their the information saved in my files. In my game, when I load one of my scenes there is a wall, then I push a bookcase to a certain point and triggers the wall to be set to inactive.
What does it mean to save a class in Unity?
This tells Unity that this class can be serialized, which means you can turn it into a stream of bytes and save it to a file on disk. Note: Attributes have a wide range of uses and let you attach data to a class, method, or variable (this data is known as metadata).
What makes an object an object in Unity?
In this case an “object” is any script or file in Unity. In fact, whenever you create a MonoBehaviour script, Unity uses serialization & deserialization to convert that file down to C++ code and then back to the C# code that you see in the inspector window.