![]() ![]() open them each to edit their RetroAdventureLevelEnd and change the destination scenes to n+1, have Progress5’s be RetroAdventureLevelSelection.duplicate it, rename the copies Progress2, Progress3, Progress4 and Progress5.remove the UICamera from the scene, drag a RetroAdventureUICamera into it instead.select the ButtonLevelSelection’s Background, set its LevelSelector’s Level Name to RetroAdventureLevelSelection.change its FinishLevel/LevelName to Progress2.drag a RetroAdventureLevelEnd prefab in your scene, position it at -4,-4.35,0.select the RetroAdventureProgressManager prefab, change its 5 scene names to Progress1, Progress2, Progress3, Progress4 and Progress5.duplicate the MinimalLevel, name it Progress1.in a fresh install of Corgi Engine v7.2.1, in Unity 2019.4.28f1.When combined with the inventory and achievements systems (which handle their own save/load mechanisms), you’ve got a complete solution to save all progress in your game. It waits for LevelComplete events, and when it gets one, it saves what level’s been saved, which ones are unlocked, how many lives are left to the player, and how many stars (and which ones) were collected. The Retro Adventure Progress Manager uses serializable classes to save data to file and read it later. You can either copy this one into your own progress manager, or extend it if your needs are close enough. In it, the RetroProgressManager class is responsible for saving and loading progress across levels, and you can of course look at how it works to build your own system. That said, you’ll find an example of progress management in the RetroAdventure folder. ![]() Maybe you’ll want to keep track of score, collected mushrooms, amount of visited levels, etc.įor this reason there is no universal save system in the engine, as all games will by nature have different needs when it comes to saving stuff. What actually is progress? That’s probably very unique to your game. When it’ll travel from scene to scene, it’ll keep all its attributes, and all the changes you’ve made to it, and it’ll be passed to the new scene’s LevelManager to be used as the scene’s playable character. For this, you can simply add the CharacterPersistency ability to your character. Sometimes you just want a Character that persists across scenes, without resetting its state, health, components, values, etc. You can of course check out their code to see how they do it, if you want to build similar systems.Īnd if you want to clear the save files associated to these systems, you can use Unity’s Tool menu, then go to MoreMountains > Reset All Achievements, Reset All Progress, or Reset All Saved Inventories. Some systems inside the engine already handle their own save and load, so you don’t have to worry about them :Īll of these use the MMSaveLoadManager class to do so. This page covers the various ways you can do so in the engine, and covers the parts where it’s already done for you. In Unity, data is lost (unless specified otherwise) when going from one scene to the other. Once your game starts to scale, you’ll likely have more than one scene. ![]()
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