The consistency with which you make new content is enviable. Thanks for all the hard work you put into your videos - they've helped me grow as a developer and move from crappy games held together by duct tape and prayer to reliable scalable systems. I really like your code style and your neatness in general. It's rare to find such a thing on TH-cam. It's obvious that you take pride in your craft. That's something to be respected. Good luck to you and your wife with your game!
I am new to programming and slow with c# so I cant keep up with your speed yet, but many of your videos are topics that I am very interested in learning, and I like how you do programming, so thank you for putting these videos up! I subbed! I loved your video on loading scenes in the background! thank you thank you!
Is there a way to serialize references to a certain scriptable object? Probably not, right? because the scriptable object instance gets newly instanciated and any Id that would point to it would be gone? Only way to do it I can think of is register a scriptable object instance with some manager class and on load set the reference to that new instance, similar as with the Enemy GameObjects? That is also the reason why you serialize the sceneID as string? (This looks pretty easy to break 😕)
The consistency with which you make new content is enviable. Thanks for all the hard work you put into your videos - they've helped me grow as a developer and move from crappy games held together by duct tape and prayer to reliable scalable systems. I really like your code style and your neatness in general. It's rare to find such a thing on TH-cam. It's obvious that you take pride in your craft. That's something to be respected. Good luck to you and your wife with your game!
I am new to programming and slow with c# so I cant keep up with your speed yet, but many of your videos are topics that I am very interested in learning, and I like how you do programming, so thank you for putting these videos up! I subbed! I loved your video on loading scenes in the background! thank you thank you!
Very nice Brandon. I'd like to see a follow-up video where you cover using Unity's Cloud Save to save game data in the cloud.
Thank you very much for this tutorial. It helped me a ton with an issue I was trying to fix for 3 days !
Best video , i was looking or new save and load system for long time thanks 🔥 🔥
thankyou for this! it helped a lot i have a basic functioning save system i can add things to now. much better than wasting days and $100 on an asset
Many thanks for this video, liked even before watching. I am at work so will watch later when I get home thanks again :)
i loved your tutorial, really helped me out!
Super, super useful. Thank you.
Is this work for webgl?
Nice tutorial! Would be really cool if you could zoom a bit into the code itself. It’s really tiny as of right now when watching it on my iPad lol
Is there a way to serialize references to a certain scriptable object? Probably not, right? because the scriptable object instance gets newly instanciated and any Id that would point to it would be gone? Only way to do it I can think of is register a scriptable object instance with some manager class and on load set the reference to that new instance, similar as with the Enemy GameObjects?
That is also the reason why you serialize the sceneID as string? (This looks pretty easy to break 😕)
I also was thinking about that. And it would be much easier to use interfaces in save/load class.
Is there a chance to have the source code for the example?
Thank you Brandon! Very helpful video! Can you please tell me if there are plans to port Samurado for macOS ?
GameManager.Instance.Player.Save what is this part for i didnt get it
is this applicable for android?
Yes. See the reference to PersistencePath - and otherwise everything else applies.