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Question by JPB18 · Aug 05, 2012 at 09:24 PM · javascriptscenedatabasegenerationproperties

World building based on "model scenes"

Hi there!

So, I'm making this game, which would probably end up with dozens (or hundreds, depends of the time) of planets, and so I'm using a model "space scene" which properties are created via scripting. However, since there're many planets in the game, is it possible to store the scene atributes and properties in a place independent of the generation script? Like some sort of database or external file?

If there's which is the best method, then?

Thanks in advance.

João Borrego

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Answer by Muuskii · Aug 05, 2012 at 09:39 PM

http://forum.unity3d.com/threads/119440-Unity3d-Tutorial-PlayerPrefs-%28Saving%29

http://www.unity-tutorials.com/products/tutorials/advanced/saving-games.php

http://answers.unity3d.com/questions/11316/how-can-i-save-and-load-a-players-position.html

try this one

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avatar image JPB18 · Aug 05, 2012 at 10:13 PM 0
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I think those are for save games (which will be useful in the future). However would this allow me to setup several star sistems and planets and interact with them like if it was a database, even before "playing" the game?

avatar image Muuskii · Aug 05, 2012 at 10:18 PM 0
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From the sounds of your original question I thought you had some sort of procedural star system generation script in $$anonymous$$d that would create star systems as the player gets near to them.

If all you have is several star systems you could do that using just the editor and some perception tricks.

avatar image JPB18 · Aug 05, 2012 at 10:25 PM 0
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Hmmm ok... Still I'm going to have use of the serialization to store other informations that will come with the game. Thank you for your answer.

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