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Updates to the Loading and Saving System #11
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Updated to allow for file explorer usage, instead of the current string based approach
supports file browser
Looks good ! Although, do you not encounter a breaking bug when loading a narrative, where most edges would disappear and most nodes are moved to 0,0 (I assume) ? See #10. I'll keep looking into it. |
no i don't. what version are you testing? |
Yeah actually it seems to be a more subtle bug with the saving/loading system (unrelated to your PR), I've been able to make it work as expected in certain conditions, but I'm still trying to determine the exact steps to reproduce. I'll update the issue when I do. Regarding your PR, I feel like it's kinda tiring to have the Resources folder pop up in the native file explorer when saving every time. Also, if you create a new narrative, and save it, the "File Name:" stays blank, and if you save again it'll prompt the file selector again, as if you were saving it for the first time. Other than that, great work ! |
I've seen your issue posts about it prior to my PR and I'm not really sure what could be causing it; I've never had this issue. I've been making my changes of Unity 2021.3.17f.
I thought I had fixed this in this Patch, turns out it's only on my personal fork. The approach I did on that branch was to only have the OS's explorer open when you save a new file, but repeat saves of the same file wouldn't cause this to happen. Will quickly implement that patch, then I'll look into the File Name bug and renaming the buttons later today. |
Moved the Reveal in Explorer call to be inside the pathless save function, since the only time you'd actually care where the file saved is when you first save it.
LGTM ! Thanks for your update ! |
Instead of using the rudimentary and un-user friendly string loading/saving method, I've rewritten it to use the OS's built-in file browser to save and load assets.