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Question by Schwalbe · Sep 28, 2017 at 02:44 PM · animatorserializationanimator controllerrpg

Repurposed AnimatorController - Serialization question

Hello.

I am fairly new to Unity, so please pardon me if what I talk about doesn't make sense.

Currently I am prototyping a Dialogue System for future project of something that is planned to be a visual novel extended with cRPG elements.

I repurposed AnimatorController, as it is a Finite State Machine, to serve me as means to keep track on certain plot related values, and perhaps progress of potential quests.

However - after I've set up that subsystem and hooked it up with my prototype to work, a thought came to me:

Will it be possible to save the state (as in: state of it's internal variables) of that FSM in a way that can be easily saved/loaded for the purpose of recreating the state of the game world while saving/loading the game? As of now, I am yet to start prototyping the save/load system, and I have never done such thing in Unity before.

Addendum: I already have an idea for a semi-solution of that problem being that for each plot line I will contain the triggers invoked in order to recreate the state of the machine by going through all the states from the beginning if it's needed - although this of course may prove to be troublesome, cause it forces some possible limitations. I just want to know whether there is some dedicated or just Unity related way of serializing those FSMs as they are.

PS: This is my first question asked here, and I am writing this in a hurry - patience would be much appreciated. Thank you.

PS2: I do not use any asset packs - only regular Unity 2017.1 features and my own DLLs.

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Answer by MarxWright · Oct 04, 2019 at 12:41 PM

I know this is an old questio but did you find a solution to your problem?

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avatar image Schwalbe · Oct 04, 2019 at 02:09 PM 1
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Unfortunatelly no, if I recall correctly. Truth be told I managed to forget the issue altogether.

I suppose you would be better off writing your own finite state machine with persistance in $$anonymous$$d, cause the one for the animator is crazy obfuscated.

It is a good practice, this kind of obfuscation, by the way, it's just it's not exactly mentioned explicite that "we in Unity specificaly do not want you to modify this sh*t", if you catch my drift. Truth be told - this alone is a little eye opening to me on certain principles I was taught during my engineer degree.

Anyway, I am sorry to not be able to help you in this regard, other than saying: get a different idea/different approach.

Good luck and good day!

avatar image MarxWright Schwalbe · Oct 04, 2019 at 02:15 PM 0
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I was just confir$$anonymous$$g my position on this and I think you've done that for me thanks for the response.

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