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Customer Support, Submit your issues, improvements, recommendation, problems, etc here.

Home Page: https://support.bayat.io

support customer-support customer unity3d unity unity-asset bayat-games bayat bayatgames

support's Introduction

Welcome

You can use the new support portal available now at https://support.bayat.io

Welcome to Bayat Games Customer Support.

Here we provide support for our products on GitHub and Asset Store, you can contact us via the email or any other way you like. We recommend email for requesting Support.

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License

MIT @ Bayat Games

Made with ❤️ by Bayat Games

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support's Issues

IndexOutofRange Exception

I imported SaveGamePro latest version on a clean project that I just started and got this

ystem.IndexOutOfRangeException: Array index is out of range. at BayatGames.SaveGamePro.Editor.SaveGameTypeCreator.UpdateTypeManager () [0x0000c] in D:\Work Games\Bouncy\Bouncy\Assets\BayatGames\SaveGamePro\Editor\SaveGameTypeCreator.cs:630 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x000d0] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222

Problem with SaveGameTypeManager

Hello,

I bought Same game pro but I have a problem with the SaveGameTypeManager. When my project starts and passing in the Initialize method no types are added.

Regards

How to change save file path?

Hi, I use Save Game Free on my indie game. I need to change the save path but I couldn't figure out how. Can you let me know how to change it?

Are these conditional compilation symbols in SaveGameSimpleEncoder.cs not wrong?

They say:
#if !UNITY_WSA || !UNITY_WINRT

Should they not say:
#if !UNITY_WSA && !UNITY_WINRT

With ||, if it IS UNITY_WINRT, then !UNITY_WSA will let it enter, and it never gets to the check for !UNITY_WINRT.

Also, out of curiosity and because I'm making my own encoder, why are these symbols there? Do I need these in my own encoders?

XmlException: Text node cannot appear in this state

Firstly, thank you for great addon for saving games! It really helped me!
Hovever, I came across some weird errors while using XML serializer.

So, what I want to do is save state of building in my game to hold it between sessions. Following the way shown in documentation, I created a class to hold data. All objects operate on single object of that class. Then I use loop to iterate trough all instances of buildings.

And here errors appear! Here's some of them:
"XmlException: Text node cannot appear in this state. Line 13, position 9.
Mono.Xml2.XmlTextReader.ReadText (Boolean notWhitespace)
Mono.Xml2.XmlTextReader.ReadContent ()
Mono.Xml2.XmlTextReader.Read () etc."
and
"XmlException: Text node cannot appear in this state. Line 13, position 9.
(this supposed to be sth with null in Unity console)
Mono.Xml2.XmlTextReader.ReadText (Boolean notWhitespace)
Mono.Xml2.XmlTextReader.ReadContent ()
Mono.Xml2.XmlTextReader.Read ()
System.Xml.XmlTextReader.Read ()
System.Xml.XmlReader.ReadEndElement ()
System.Xml.Serialization.XmlSerializationReader.ReadEndElement ()
System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadClassInstance (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadObject (System.Xml.Serialization.XmlTypeMapping typeMap, Boolean isNullable, Boolean checkType)
System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadRoot (System.Xml.Serialization.XmlTypeMapping rootMap)
System.Xml.Serialization.XmlSerializationReaderInterpreter.ReadRoot ()
System.Xml.Serialization.XmlSerializer.Deserialize (System.Xml.Serialization.XmlSerializationReader reader)
UnityEngine.Debug:LogException(Exception)
SaveGameFree.Serializers.SaveGameFreeXmlSerializer:Deserialize(String) (at Assets/SaveGameFree/Serializers/SaveGameFreeXmlSerializer.cs:50)
SaveGameFree.Saver:Load(String, ISerializer, PathType, String) (at Assets/SaveGameFree/Saver.cs:628)
SaveGameFree.Saver:Load(String) (at Assets/SaveGameFree/Saver.cs:539)
SaveLoad:Awake() (at Assets/Skrypty/Widok miasta/SaveLoad.cs:18)
"

Both are mysterious for me.

So, I looking forward for a reply.
Dropbox

How can I Check if there is saved data?

When I try to check if there is saved data with SaveGame.Load<string>("SavedGame") != null , it says that I should use Exists(), but I don't know how to. And if this is a very easy thing, sorry. I'm not very good at Unity C# :/

About modification of save file structure

Hi,
First of all, I use free version and this is a great asset I've ever used.
Actually I have a question about modification of save file structure like I mentioned on the title.

What if I change the class structure of game save file after saving game data with the previous structure of game save data? It is possible to load previous game data properly? For instance, recently I add a new integer valuable on the save file class structure and the game app is updated by Google Play or App Store. The problem is, many customers are using the previous save file structure and already have their own save file. In this case, people can load their save data properly? If not, could you possibly give me any solution, advice or example for this?

Thank you in advance!

Serialize AnimationClip

Cannot find AnimationClip in types,
any advice on this? Can we save an AnimationClip and load it at runtime?

When I try to just save it, it just writes a 578b file, that has the same content, so assuming it is unable to serialize what is inside.

LOAD "SAVE SYSTEM"

Un Saludo Cordial, compre su producto hace dos semanas aproximadamente, y recién empecé a realizar la prueba para guardar y cargar archivos.
Lo que necesito especificamente es guardar objetos creados en tiempo de ejecución, pero no puedo lograrlo adjunto el error que aparece al probar cargar objetos. Si tuvieran una guia mejor explicada para ello, les agradeceria mucho, muchas gracias...

Best Regards, I bought your product about two weeks ago, and I just started testing to save and load files.
What I specifically need is to save objects created at runtime, but I can't achieve it I attach the error that appears when trying to load objects. If you had a better explained guide for it, I would greatly appreciate it, thank you very much...

VoxelFramework Master Biomes not generating

Recently, I tried out your VoxelFramework Master Unity3D project, and was trying to build upon it. I created a new biome, consisting of valid layers and blocks, added it to the main world, and it didn't generate, even after 10-30 tries. I tried to reset the project and do it again, and it yielded the same result. I would just like to know if it is possible to have more than 2 biomes, and if so how. (I am new to Unity)

Save system doesnt work on android.

Hello, I've created a game that uses your save system.
If I use it in unity on my computer (windows), everything works fine, but if I export the game to android, save system stops working and nothing is saved.

Can you help me please?

FullSerializer often stalls when you try to load an encoded file without using the encoder.

Describe the bug
The SaveGameSimpleEncoder happily loads unencrypted files, instead of rejecting them. Because of that, I wanted to do a check to see that the file IS indeed encoded, so as to not allow files that are not encoded. To do so, I try to call SaveGame.Load() with the 'encode' parameter set to false, hoping to just be able to check that the result is null, and if it isn't I reject it, but if it is, then I proceed to try to load it with 'encode' set to true. Instead, FullSerializer stalls on the .Deserialize() call.

To Reproduce
Steps to reproduce the behavior:

  1. Make a file with the following byte-string in it: /n9F8q9UVOGEwCzFVEVRZvqHPBgHTGS25SPXqTXRlw+x7x5hfKznRSArbWeirwyxwoCXTAWgquAnSa89rGg5Cm158vpxCsIQRUx2ahPsFimFOpyNcNJGPsJjc53x/rojfhMq36AwO6wycEiQyJtoeBAnA1DiiEqZAJ5w+idQUVl4Zn1Grg7JTk9KPu5Pr8CijyaSmDX6dRhlUcGvQUQ86E+kYOn5LeerCdHTtXhugHAPAsiuaBfY3TamRWjPDVul3ST+ezAXb5/6HVxLmmgUBj2nj42uDcjSVkLkNoL4/zD4yEymu1OtZ+8rkwtqjOfrAeuBmElTZawrmWJdpzaFZsG642ZCm2KFkt6lPDun10CG8iveaBIWO567C5S0F6SeyoMkKUhHLqkrhHCGMHDz6DnfTRYAF72nBMLhtH0G1k18FNajvuVWMzqEIbgT/QaB6iXbLWLB4rzIpVJUZNS+B4MA9ZnXnl/VinlUWogck+Is5W1v4bmQb6Ltw/PJqK8mrIgRi9rFMOejO3OJ5phdqy37ARjHt+gygpjNZbcOXyQ=
  2. Do this call: SaveGame.Load<Dictionary<string, object>>(filePathAndName, false, string.Empty);

Expected behavior
For it to throw an exception or fail, and/or for SaveGame.Load() to return null if it does.

Desktop (please complete the following information):

  • OS: Windows 10
  • Unity 2021.3.16f1
  • Save Game Free - Gold Update v2.4.0

PHP MySQL Integration issue

Hi there! I have a problem with the PHP MYSQL integration. I downloaded the files to my windows VPS server, and when installing the following error appears:

"MySQL Connection Failed, See the below for more details:
php_network_getaddresses: getaddrinfo failed: Host desconocido. "

my server works fine, and the database is working. Does it require any special features of the server? Should I install something before?

thanks!

Camera and demo character issues

When I download the asset pack the Console says the Main camera couldn't load properly, also the console says that the referenced script for all the Character game objects is missing, was this intentional or not, and if so what am I suppose to do

when i load a texture from the cloud i get this error

ArgumentException: Requested value '
System.Enum+EnumResult.SetFailure (System.Enum+ParseFailureKind failure, System.String failureMessageID, System.Object failureMessageFormatArgument) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Enum.TryParseEnum (System.Type enumType, System.String value, System.Boolean ignoreCase, System.Enum+EnumResult& parseResult) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Enum.Parse (System.Type enumType, System.String value, System.Boolean ignoreCase) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Enum.Parse (System.Type enumType, System.String value) (at <437ba245d8404784b9fbab9b439ac908>:0)
BayatGames.SaveGamePro.Serialization.Formatters.Binary.BinaryObjectReader.Read (System.Type type) (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Formatters/Binary/BinaryObjectReader.cs:264)
BayatGames.SaveGamePro.Serialization.Formatters.Binary.BinaryObjectReader.ReadProperty (System.Type type) (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Formatters/Binary/BinaryObjectReader.cs:710)
BayatGames.SaveGamePro.Serialization.Formatters.Binary.BinaryObjectReader.ReadProperty[T] () (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Formatters/Binary/BinaryObjectReader.cs:697)
BayatGames.SaveGamePro.Serialization.Types.SaveGameType_Texture.ReadInto (System.Object value, BayatGames.SaveGamePro.Serialization.ISaveGameReader reader) (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Types/SaveGameType_Texture.cs:81)
BayatGames.SaveGamePro.Serialization.Types.SaveGameType_Texture.Read (BayatGames.SaveGamePro.Serialization.ISaveGameReader reader) (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Types/SaveGameType_Texture.cs:58)
BayatGames.SaveGamePro.Serialization.Formatters.Binary.BinaryObjectReader.Read (System.Type type) (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Formatters/Binary/BinaryObjectReader.cs:426)
BayatGames.SaveGamePro.Serialization.Formatters.Binary.BinaryFormatter.Deserialize (System.IO.Stream input, System.Type type, BayatGames.SaveGamePro.SaveGameSettings settings) (at Assets/BayatGames/SaveGamePro/Scripts/Serialization/Formatters/Binary/BinaryFormatter.cs:182)
BayatGames.SaveGamePro.Networking.SaveGameWeb.Load (System.Type type, System.Object defaultValue, BayatGames.SaveGamePro.SaveGameSettings settings) (at Assets/BayatGames/SaveGamePro/Scripts/Networking/SaveGameWeb.cs:349)
BayatGames.SaveGamePro.Networking.SaveGameCloud.Load (System.Type type) (at Assets/BayatGames/SaveGamePro/Scripts/Networking/SaveGameCloud.cs:208)
BayatGames.SaveGamePro.PlayMaker.Actions.SaveGameWebLoad+d__13.MoveNext () (at Assets/BayatGames/SaveGamePro/PlayMaker/Actions/Web/SaveGameWebLoad.cs:129)
PlayMakerFSM+d__37.MoveNext () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:625)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <480508088aee40cab70818ff164a29d5>:0)

Platform Game Assets Ultimate Wrong Hex Code Color

There appear to be some inconsistent colors between tiles that should connect but don't seem to. The bottom right portion of Spring-tilehill2-256 (the darkest portion of the dirt) is a different color than the darkest portion of Dirt-connectedtilehillleft2-256.

I have also noticed this problem with Dirt-lefttop-256. The second darkest portion of the dirt in the lower right appears to be a different color than the darkest portion of Dirt-midtop-256.

Dirt-lefttop-256's darkest color does match up with Dirt-midtop3-256 but then there's no connection to Dirt-connectedtilehillleft2-256.

I can provide pictures if necessary.

Also forgot to mention, these are in the 2.5d textures.

Saving unassigned AudioClips

Hello, first of all you did great work with this asset!

Im having a problem:
I want to save the Gameobject which contains all my non static Gameobject as children(Items, moveable Doors...) so i can save all necessary Objects that could possibly change in runtime.

However, im having problems saving unassigned public AudioClip variables. Is there a way to make this work?

Thank you very much in advance.

Best regards
Tom

Lots of errors on 2018.1

When is 2018.1 compatibility coming? There's a certain issue in unity 2017 android versions that forces me to use 2018.1

Scene switcher - start any scene, then return to the previous one

One thing that I liked in QuickScene and which your scene switcher doesn't have, was the ability to play any scene with a button shown next to one that opened the scene and after test play was complete, the scene returned to the one opened previously.

E.g. you have scenes, A, B and C. Scenes B and C depends on some stuff that is set in Scene A (let's say it's a loading scene), so you can't just hit play after changing something in scene B or C. You must go through Scene A (which would then open scenes B and C).

With the way it is now, you need to change to Scene A, hit play, do the testing, then change back to scene B or C. Having a "play from scene" button would be amazing to have since you wouldn't have to change scenes manually.

So why I'm not using QuickScene instead? Simply put, it isn't compatible with modern versions of Unity and from what I've gathered, the dev doesn't intend on fixing it. And your Scene Switcher is almost a perfect replacement - it does all QuickScene did, except for that small thing.

Save/Load of a Dictionary with a custom class crashes because of a NullReferenceException

Hi, I bought SaveGamePro to ease my work but sadly it won't work as I thought it would.

I created a class which I later changed to a struct to see if that helps. No it does not.

So I this Item class :

public class Item{
public int item_id;
public int count;
}

Now I have a Dictionary like this:

Dictionary<int,Item> m_myItems;

whereas the int is basically the item_id.

If I now try to load or save I get errors.

Here is the error when saving:

NullReferenceException: Object reference not set to an instance of an object SaveGamePro.SaveGameWriter.Write[Item] (Item obj) (at Assets/SaveGamePro/Scripts/SaveGameWriter.cs:115) SaveGamePro.SaveGameWriter.Write[Int32,Item] (System.Collections.Generic.Dictionary2 obj) (at Assets/SaveGamePro/Scripts/SaveGameWriter.cs:203)
SaveGamePro.SaveGame.Save[Int32,Item] (System.Collections.Generic.Dictionary2 obj, System.String identifier) (at Assets/SaveGamePro/Scripts/SaveGame.cs:299) Inventory.AddItemToPlayerInventory (Int32 item_id, Int32 to_add_count) (at Assets/Scripts/Inventory.cs:408) Inventory.Update () (at Assets/Scripts/Inventory.cs:317)

This is how I tried saving :
SaveGame.Save<int,Item> (items_player, SAVE_IDENTIFIER_PLAYER_ITEMS);

and loading is like :
items_player = SaveGame.LoadDictionary<int,Item>(SAVE_IDENTIFIER_PLAYER_ITEMS);

I hope you can help me get this right.

Thanks

How to load encoded bool variables?

I can save bool variables with encoding proving with a password. But i cant load them using the same password, and there is no documentation for loading anything. Please help

Suggestion

Multiple save system. Making it easier than having to creating a workaround over all save data that it already does - my case using a custom class and saving it under different names - so that users can have quick saves, and many more in a blink of an eye.

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