![]() ![]() If you don't want to use Addressables you will need to build your own way of identifying and loading specific prefabs. Then you can use Addressables.Load to load that prefab from the address. You can find documentation for it here: long and short of it is that you can get a unique ID for each prefab and save those IDs in your save file (these IDs are called "addresses"). Tactics Ogre differs widely from: it is far less open-ended, it does not take place on Xenobia, it is a game and focuses on a much smaller group of people. Unity actually has a module for this exact purpose called "Addressable Asset System". Tactics Ogre Psp Save Game Editor A game in the popular series, Tactics Ogre: Let Us Cling Together (Episode VII), was the final game made by at Square-Enix before he left for other pastures. You do need some kind of "ID system" as you will need some way of identifying which prefabs you want to load. If this is a map editor for end users, it won't work, as you discovered. ScriptableObjects will work for this but only if your map editing happens at Game Editing time. (It's not a 2D array so it can show in the inspector) Here's an example of how the SOs look like: Or maybe there's a workaround for using SOs? Or should I not use them at all? that sounds way more complicated than I want it to be. How would I ever translate that into a json? I could maybe use an ID system, but honestly. ![]() But I'm not sure how that's possible, cause I have to store a list of prefabs. Tactics ogre psp save game editor how to#One staff member with a DS and Dragon Quest IX might have observed how to implement it and make it not suck, but that didnt happen. So instead, using an external file to save the tile data seems appropriate. Tactics Ogre Save Game Editor How To Implement It. And, indeed, when I reopen Unity, the whole map design is gone. The problem is that, apparently, SOs are not the right way to do this, since they are not supposed to save variable data permanently. The script that instantiates everything at runtime reads from that and instantiates accordingly. The most reasonable way I thought to implement this was to have a ScriptableObject for each map that has an array of GameObjects, to save which tile prefab goes where. This map editor scene is supposed to be run so I can "paint" my tile prefabs into the grid and store that permanently in a file if I click the "save changes" button (for clarification, I am the only one that has access to this editor, the custom maps are literally the maps that will be shown ingame - it's NOT a game with a "create your map" feature.) It's a 2D isometric game, I coded everything in a way each tile is a prefab that gets instantiated at runtime. Hey! I created a scene dedicated to creating map layouts. ![]()
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