Replies: 5 comments 8 replies
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I also tried the global |
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Hello! If I understand well, you're trying to do something like this, right? Having save slots (in this case, That looks like a nice approach, I hadn't thought of it this way before.
So, the
To tell the truth I didn't understand very well this part 🤔
In that example, setting the
About this part, I noticed that you instantiate the
That's right, the method that calls it is the I made a test project to try to understand better your issue, and according to what I found out, its possible to realize the tree-like loading, but currently it's not possible to know when that loading as a whole is complete. Because, like you stated there aren't Here's a zip with this project I made: locker-test.zip |
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Thanks again for thie big response. I am out of town today but I will look at your project whan I can. |
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Hello again! I've started working on this issue by doing what you suggested that the data distribution should be awaited by the loading. For that, I've created a new Issue that describes better that particular problem here. Since I've created that new Issue, I'm going to move this Issue to the new Discussions tab I opened in the repository, so that we can further talk about it there. |
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Another idea I had before using this plugin was to register the node with the save manager using an ID when adding it. Upon registration, the save manager would call the equivalent of the consume_data function. However, it might be better to handle this manually using the load method in the node’s ready function. Additionally, there may not be a valid file to load from at that point, or the node may not have the required dependency. |
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Hello,
I have sime issue to load corretly the data.
My game is like a city builder, I have islands, buildings on island, ...
My idea is to have a "file" per save file like Slot 1
Then a partition "common" like with the list of known islands
And a partition "island_x" for the island data.
Then in the island data the list of buildings
And a partition building, ...
First problem, does the ID on the storageAccessor must be unique on the complete save file (with all sub files that could exist) ? It's look like on load the partition property is not used. Is that expected ?
On the dynamic multiplayer example the username is set to id and partition so I suppose yes ?
Then to load data;
So I have a main game StorageAccessor that on
_consume_data
spawn the islands. But I only want to load the common file at that point because I don't want to load all island data yet.And in that consume function I do;
The await here wait for the loading of the island, it's waiting for the node to be instanciated, added to tree, and loading data with a similar script;
But the problem is that the game
lok_storage_accessor.loading_finished
don't way for the sub StorageAccessor to be loaded too.So as far I can tell I suppose that the method that call
_consume_data
don't wait for his completion when they are coroutines.Or maybe there is better way to do that ?
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