No pro version - I’m suggesting people might like to donate something if it works for them and they make money - no obligation to do that - totally MIT licensed.
Seems to work great so far. The example scene works nicely. Is there a simple way to delete the saved games in the scene or have the saved games available on scene reload or we going to have to study up on all the documentation for that.
If you have version 0.7 then you can delete the saved games using the Wizard. Or otherwise you can add a Components>Storage>Internal>Clean Up And Maintenance to any scene object (it deletes itself) - that gets rid of the saved games.
Ah ok - yes if you start again there will be a new Save Game Manager and that won’t match. So you need to delete them. This is certainly easier with V0.7 because there is just a button for it. The Save Game Manager is responsible for allocating the IDs to the game objects.
Example is brilliant. If you use this, be sure to help support plug-ins like this. So far, its supported by the author and free for everyone. Very beneficial project for the Unity Community.
There seems to be some difficulties using this in conjunction with Navmeshes. I also appear to be getting errors in relation to texture2d with joystick controls based on NGUI.
WIth Navmesh - you have to recalculate the agent path on loading - I’m looking at other ways - but basically I couldn’t figure out the structure so in my example I use OnDeserialized() to recalculate the path.
Will look at NGUI - I use NGUI too - there might be a reference issue.
It could be - it will depend on how you are doing it I’m really keen to get this working for lots of different 3rd party components, it should work with animations and it will allow you to continue Coroutines if you include a manager object in the scene and start them slightly differently.