Great video, ultra easy to use, thanks a ton! Would this work on a steam game, using steam cloud as well? Or would you need to duplicate your save files (one copy for unity cloud / one for steam cloud)? I find it ultra easy to implement steam sdk + local json files. How'd you use this Unity's system with Steam or even with nintendo switch cloud saves? (considering a multiplatform game). Thanks!
I'd probably use the steam or Nintendo options for those because they're free. Bit of you wanted tk add cross platform saves or migrations you could use cloud save as an interim location to share between systems.
Hey Jason, great vid as always! Also, sorry if it has been covered before, but what do those [Button] attributes do? A video about which attributes you like to use and which ones could be useful to devs, would be lovely
I assume with the cloud files tab you could probably serialize your local json savefile into the Unity Cloud's storage with a key for example the savefile name and your entire json file as the file to be stored ?
@@Unity3dCollege sounds like an awesome idea I should look into then 😀 Would resolve a lot of save compatibility issues for cross platform games I suppose :)
It's pretty cheap, but of course depends on scale. Free up to 5gb/mo & some # of requests. Here's the full pricing page - unity.com/solutions/gaming-services/pricing
thanks, very interesting!
That looks cool.
Great video, ultra easy to use, thanks a ton!
Would this work on a steam game, using steam cloud as well? Or would you need to duplicate your save files (one copy for unity cloud / one for steam cloud)? I find it ultra easy to implement steam sdk + local json files. How'd you use this Unity's system with Steam or even with nintendo switch cloud saves? (considering a multiplatform game).
Thanks!
I'd probably use the steam or Nintendo options for those because they're free. Bit of you wanted tk add cross platform saves or migrations you could use cloud save as an interim location to share between systems.
Hey Jason, great vid as always!
Also, sorry if it has been covered before, but what do those [Button] attributes do? A video about which attributes you like to use and which ones could be useful to devs, would be lovely
The [Button] attribute is an Odin Inspector attribute. Paid asset that's well worth the price imo if you're using Unity a lot
Here is a simple one I made if you don't want to buy Odin:
using System;
using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
namespace NuiN.NExtensions
{
[AttributeUsage(AttributeTargets.Method)]
public class MethodButtonAttribute : PropertyAttribute
{
public readonly string label;
public readonly bool onlyShowInPlayMode;
public readonly object[] parameters;
public MethodButtonAttribute(string label, bool onlyShowInPlayMode = false, object[] parameters = null)
{
this.label = label;
this.parameters = parameters;
this.onlyShowInPlayMode = onlyShowInPlayMode;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(Object), true)]
public class MethodButtonAttributeDrawer : UnityEditor.Editor
{
public override void OnInspectorGUI()
{
Object script = (Object)target;
MethodInfo[] methods = script.GetType().GetMethods(BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic)
.Where(method => method.GetCustomAttributes(typeof(MethodButtonAttribute), true).Length > 0)
.ToArray();
foreach (var method in methods)
{
MethodButtonAttribute attribute = (MethodButtonAttribute)method.GetCustomAttributes(typeof(MethodButtonAttribute), true)[0];
string buttonLabel = attribute == null ? method.Name : attribute.label;
if (attribute == null || (attribute.onlyShowInPlayMode && !Application.isPlaying)) continue;
if (GUILayout.Button(buttonLabel)) method.Invoke(script, attribute?.parameters);
}
base.OnInspectorGUI();
}
}
#endif
}
I assume with the cloud files tab you could probably serialize your local json savefile into the Unity Cloud's storage with a key for example the savefile name and your entire json file as the file to be stored ?
Exactly
@@Unity3dCollege sounds like an awesome idea I should look into then 😀
Would resolve a lot of save compatibility issues for cross platform games I suppose :)
Can I ask why you dont use the enter playmode options to not recompile when entering play mode?
Causes problems more than it saves me time. Especially with mppm.
@@Unity3dCollege good to know, thanks :)
thanks for this, any price plans, limits... or its free?
It's pretty cheap, but of course depends on scale. Free up to 5gb/mo & some # of requests. Here's the full pricing page - unity.com/solutions/gaming-services/pricing
Hey! That's the password I use on my luggage!
love that movie!
Sir we’ve lost the beeps the sweeps and the creeps!
FYI I don't know if it is just me, your audio is constantly scratchy.
I think it's the mic cable, going to replace it
'69' '42' 'random'
Jesus saves with one prayer. ha, checkmate!
Multiplayer Mastery Course price is 500$! so expensive bro
Multiplayer Mastery Course price is 500$! too too expensive