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Guid-based-reference Alternatives
Similar projects and alternatives to guid-based-reference
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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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The number of mentions on this list indicates mentions on common posts plus user suggested alternatives.
Hence, a higher number means a better guid-based-reference alternative or higher similarity.
guid-based-reference reviews and mentions
Posts with mentions or reviews of guid-based-reference.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-10-15.
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methods for saving variables
This has worked for me so far. I have my save data saved in JSON format in a text file. Your gameobjects/player objects need to have unique ID. Unity has a solution to this on their GitHub. If this isn't an online game, have a Savemanager singleton. when the game starts, the Savemanager will read all of the savedata from your text file into memory (dictionary with GUID as key). Each component that needs to save data can implement a Saveable interface. Each component will have a reference to the central gameobject GUID. On awake each component can request to load the specific type of save data it needs from the Savemanager, if none exists the manager will return a new savedata instance for the component. Each component that needs to be saved can also request that they be added to a central list in the Savemanager. When it comes time to save all your data, you can call a Save method on each component in your list that implements the Saveable interface.
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Consistent World State Between Scene Loads
You can serialize the data and save and load from a file when your game starts. If you're only saving the mutable data then the save file should be fairly small and this would load quickly. You can load your save data into a static class when you first load up the game and then keep all data that's changed during the play session in a runtime dictionary for quick access between scenes. Your save data for each object will need some sort of unique GUID. For scene objects you can use Guid reference which automatically creates a unique guid when you add the component to a scene object. For gameobjects created at runtime you will need to save additional info that includes the original prefab it was instantiated from, transform position, etc. Using addressables you can load your prefab at runtime based on it's address/name/custom guid even and instantiate a copy and load the save data.
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Have you used Easy Save?
Give each gameobject in your scene a unique guid if you haven't. Unity has a guid solution on GitHub, it's as simple as adding a component to your scene gameobject (unity guid component). Make a non-monobehavior data class that would save all of the state information you need in a serializable form. Then come save time use JSON and write out your custom data class with the guid for the particular scene object to a text file. When you load your save data at runtime, populate a dictionary with the guid as a key for quick access to your save data.
- Identifying different instances of the same script for saving.
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Persistent GUID system, works across scenes and across sessions
"GitHub - Unity-Technologies/guid-based-reference: A component for giving Game Objects a GUID and a class to create references to objects in any Scene by GUID" https://github.com/Unity-Technologies/guid-based-reference
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www.saashub.com | 25 Apr 2024
Stats
Basic guid-based-reference repo stats
5
595
0.0
almost 2 years ago
Unity-Technologies/guid-based-reference is an open source project licensed under GNU General Public License v3.0 or later which is an OSI approved license.
The primary programming language of guid-based-reference is C#.
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