ESave
ESave
ESave
  • ESave Documentation
  • Pro Comparison
  • đŸ•šī¸Getting Started
    • Installation
    • Example Scenes
    • Components
      • Save File Setup
      • Save Storage
  • đŸ“Ŋī¸Videos
    • Tutorial
  • 📄Scripting
    • Saving & Loading
      • Data Management
        • Saving
        • Loading
        • Deleting
        • Writing Changes
      • Custom Serializable Objects
      • Example Script
    • Runtime Save Creation
      • Creating a Save File
      • Infinite Saves
        • Infinite Save Scripting
    • Runtime Save Deletion
    • Understanding Background Save & Load
    • Using the Save Storage
  • đŸ› ī¸Support
    • Getting Help
  • 📚Changelogs
    • Latest Releases
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  1. Scripting
  2. Saving & Loading
  3. Data Management

Saving

This section outlines the step-by-step process of saving data using ESave.

This only edits the save data in memory. See Writing Changes.

Each piece of data in a save file has an ID (string). This makes it possible to retrieve specific data by ID.

Saving data can be done with a single line with SaveFile.AddOrUpdateData.

saveFile.AddOrUpdateData("DataID", data);

The first parameter is the ID of the data, and the second parameter is the data itself. Any serializable data type can be saved. However, most Unity types are not savable. ESave can save common Unity data types, including (but not limited to) Vector2, Vector3, Quaternion, Color, and Transform.

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Last updated 5 days ago

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