Currently, you can only have one file initialized at a time. But you can load different files at will as you move through your game. It all depends on how you want to set it up.
It may seem silly, but I was quite put off by the huge colorful “CLICK HERE TO RATE!!!” button. Even you almost clicked it by accident in your video because it seems like it should be there the continue / done / whatever button should be.
Supported Data Types
Is there a “long” type support plan?
I can’t seem to find “GDE Set Texture2D” in playmaker actions ? there is GDE Get Texture2D
is this possible ? I want to save screen shots and uses them in the GUI
Unfortunately, no. GDE cannot serialize unity types during runtime.
Yeah, I have a love/hate relationship with it too.
There is not, but I will add it to the list.
sorry opening an old project and I’ve searched this Forum but ( search is not the best here )
My GDE Manager Init Text Asset what do i put in the GDE Data slot ?
The data file you want to init with. Unless you changed the default path, you can find the GDE data file in GameDataEditor/Resources folder.
Hi there!
I see no updates have been made for quite a while (Nov 13, 2017). Is GDE still in development/supported/supporting the latest stable Unity version without any warnings?
Are there any surprises in the roadmap?
I’d love to use it in my team, for an ongoing project that’s going to be released Q1 2019, and would love to get that little extra info
It is being maintained. There is an update in the pipe but not sure when it will be released. It’s a solid package, as you can see from reviews and questions and comments here in this thread. I do respond faster over email than here.
There may be some warnings, but they are from the editor gui side. There shouldn’t be any warnings in the runtime code, and if there is, let me know.
Hi there,
then if i want to remove an item, i cant? Because i need it for my project.
Thanks
You can delete items crated at runtime by calling ResetAll() on the item but you can’t delete items that exist in the original data file. You can add a bool the your items, called active (for example) to track state.
Hi I am a developer who is using your gde program.
I have a problem.
For example, use the following command to create an item according to your guide.
GDEsomeData newItem = new GDEsomeData(“some_EncryptedKey”);
This will create the item at the new runtime value normally.
But the problem is that the list data can not be loaded in the created item.
When accessing the list error that “NullReferenceException: Object reference not set to an instance of an object”
Please let me know how to solve it. thank you
I’m sorry I did not have enough English
Ah, I see. So, before trying to access the list, initialize it:
GDEsomeData tmp = new GDEsomeData("key);
tmp.my_list = new List<string>();
Be sure to use the correct type for the list you are initializing. Let me know if that helps.
oh! Thank you for your quick conclusion.
When the list is initialized, it loads normally!!!
But there was another problem.
As your guide, When deleting a created item i used "ResetAll() "
For example,
---------------------------------------------------------------------------------------------------
GDEsomeData newItem = new GDEsomeData(“some_EncryptedKey”);
newItem.my_list = new List();
… load item data…success… and when deleting item…
newItem.ResetAll();
---------------------------------------------------------------------------------------------------
At runtime, the item data is not remove and the data in item values are all 0
How do I get remove of items at runtime?
Hi@Celestipoo
Although data is inserted, somehow the following makers can not be selected by the play maker.
Do you need any special processing?
Hi @Celestipoo
I just noticed 2 problems using GDE/LE in the new 2018.3 Unity3D version. The 2 problems are probably related.
You can reproduce the bugs creating a blank 2D project in Unity 2018.3 and importing GDE/LE.
First, GDE and LE are no longer available in the Window menu :
Second, 3 error messages pop in the console
Thank you for your help Celeste!
I’m busy through the holidays and will get back to this when I’m done with my travels. However, in the meantime you can temporarily remove the ExcelImport folder until I patch it. Sorry for the inconvenience.
Thank you Celeste!