Quest Tree
  • Quest Tree Documentation
  • đŸ•šī¸Quick Start
    • Installation
    • Start Editing
  • 🎓Tutorials
    • Videos
    • Example Scenes
  • 🧩Components
    • Core Defaults
      • Quest Tree Initializer
      • Quest Tree Sync
      • General Dialogue
      • Default Quest Provider
    • Default UI
      • Default Choice Button
      • Default Dialogue Window
      • Default Dialogue Window Triggerer
      • Default Input Handler
      • Default Item Slot
      • Default Memorable Message
      • Default Quest Foldout
      • Default Quest Foldout Item
      • Default Quest HUD
      • Default Quest HUD Item
      • Default Quest Message UI
      • Default Quest Window
      • NPC World Canvas Handler
    • World Triggers
      • World Dialogue Trigger
      • World Quest Completer
      • World Quest Failer
      • World Quest Receiver
      • World Requirement Trigger
  • âš™ī¸Systems
    • Quest Tree
      • Editor Window
      • Quest Types Editor
      • Settings
      • Character
      • Items
        • Item
    • Dialogue Tree
      • Editor Window
        • Nodes
          • Dialogue Node
          • Choices Node
          • Receive Node
          • Complete Node
          • Trigger Node
          • Boolean (If) Node
      • Settings
      • Quest Dialogue
      • General Dialogue
  • 📄Scripting
    • Quests
      • Getting Quests
        • Quest Find Settings
      • Working with Quests
        • Quest Types
        • Child Quests
        • Quest NPCs
        • Requirements
      • Managing Quest States
    • Dialogue
      • Default Dialogue Window
      • Getting Dialogue
      • Dialogue Graph
        • Working With the Graph
    • Initialization
    • Disconnect
    • Syncing
    • Events
    • Saving/Loading
    • Player Recognition
    • Choices
    • Items
      • Rewards
        • Managing Granted Rewards
    • Characters
    • Requirements Manager
  • đŸ› ī¸Support
    • Getting Help
  • 📚Changelogs
    • Latest Releases
  • ⭐Rate Me?
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On this page
  • Single Save Games
  • Overwriting a Save
  • Loading a Save
  • Deleting a Save
  • Multi Save Games
  • Overwriting a Save
  • Loading a Save
  • Deleting a Save
  1. Scripting

Saving/Loading

Saving & loading QT data.

QT has it's own built-in saving functionality that will only save QT-related data such as quest progress. Thus, it can't be used to save any other data. You will have to handle saving any other game data through another method. You should use QT's built-in save alongside your game's unique saving method.

Single Save Games

For games without support for multiple save states, simply call the relevant methods.

Overwriting a Save

QT.Save();

Loading a Save

The Load method will create a save if it doesn't exist. Important read: Player Recognition

QT.Load();

Deleting a Save

QT.DeleteSave();

Multi Save Games

For games with multiple save states, the save index (the number of the save slot) must be specified.

Overwriting a Save

int yourSaveIndex = 0;
QT.Save(yourSaveIndex);

Loading a Save

The Load method will create a save if it doesn't exist. Important read: Player Recognition

int yourSaveIndex = 0;
QT.Load(yourSaveIndex);

Deleting a Save

int yourSaveIndex = 0;
QT.DeleteSave(yourSaveIndex);
PreviousEventsNextPlayer Recognition

Last updated 3 days ago

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