Save System for RFPSP

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Tony Li
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Joined: Thu Jul 18, 2013 1:27 pm

Save System for RFPSP

Post by Tony Li »

Save System 1.1.6 for Realistic FPS Prefab is now live on the Unity Asset Store!

Release Notes:
  • Save System: FPSPlayerSaver apply data methods are now virtual so they can be overridden to change behavior.
  • Save System: Added version info to saved games.
  • Save System: DiskSavedGameDataStorer Added dropdown to use persistentDataPath, dataPath, or custom location.
  • Save System: DiskSavedGameDataStorer now saves to intermediate file first in case writing to file fails.
  • Save System: DiskSavedGameDataStorer will now rebuild saveinfo.data (catalog) automatically if missing.
  • Save System: DiskSavedGameDataStorer change -
  • will now throw exception if fails to write to disk.
  • Save System: Saver components now show warning if GameObject has multiple savers and Key values are blank.
  • Save System: Added SaveSystemMethods.ResetGameState().
  • Save System: No longer adds JsonDataSerializer or PlayerPrefsSavedGameDataStorer if application is quitting.
  • Save System: Fixed bug with AnimatorSaver when using BinaryDataSerializer.
  • Save System: Added MultiEnabledSaver.
  • Save System: AnimatorSaver now also saves trigger parameter values.
  • Save System: Fixed: Doesn't delete non-cross-scene data when loading additively.
  • Save System: Fixed: Calls BeforeSceneChange() on scene objects UnloadAdditiveScene().
  • Save System: LoadScene() logs message when Debug is ticked.
  • Save System: Added Scene Portal OnUsePortal() UnityEvent.
  • Save System: Added SaveSystem.ResetGameState().
  • Save System: Fixed potential timing issue with AutoSaveLoad and DiskSavedGameDataStorer.
  • Save System: Added option to automatically unload any additively-loaded scenes when changing scenes.
  • Save System: Fixed AutoSaveLoad save issue when quitting application.
  • Save System: Spawner-spawned entities with Spawned Object components (managed by Spawned Object Manager) now reattach to their spawner when loading save data.
  • Changed: GameObjectUtility.GameObjectHardFind and GameObjectUtility.FindObjectsOfTypeAlsoInactive (used by
  • Improved: InputDeviceManager has option for keyboard input to switch to keyboard mode.
  • Improved: InputDeviceManager New Input System integration handles translation of KeyCode.Alpha# and KeyCode.Keypad#.
  • Improved: InputDeviceManager improved mouse movement tracking to determine when to switch to mouse mode.
  • Improved: EnableOnStart now has public property for component to enable.
  • Improved: Localize UI component can now localize TextMeshPro components in addition to TextMeshProUGUI.
  • Improved: Added UILocalizationManager checkbox to set TextTable.useDefaultLanguageForBlankTranslations.
  • Improved: LocalizeUI will use default translation if current language setting is invalid.
  • Improved: UIScrollbarEnabler will now update scroll rect even if no scrollbar is assigned.
  • Improved: UILocalizationManager now also updates LocalizeUI components on inactive GameObjects.
  • Fixed: UIPanel no longer deactivates GameObject on start if state is set to Closed but deactivateOnHidden is false.
  • Fixed: InputDeviceManager when using Input System now ignores keycodes for mouse buttons.
  • Fixed: Input Device Manager could report error using new Input System with disabled domain reloading.
  • Fixed: UIButtonKeyTrigger feature to visually simulate button click would not work if time was paused.
  • Fixed: UIButtonKeyTrigger didn't reset pressed state.
  • Fixed: UILocalizationManager didn't apply localization to inactive GameObjects when option to apply to inactive was ticked.
  • Fixed: Assigning a Text Table asset to a string field would unnecessarily add a UILocalizationManager GameObject at design time if the scene didn't already have one.
  • Set GameObject Active action) search all open scenes by default, not just active scene.
  • Text Table: No longer counts empty field as having text for a language.
  • Rewired: InputDeviceManagerRewired now recognizes negative button input as well as positive.
  • Super Text Mesh: Added support.
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