DoozyUI is a native Unity Editor extension that makes it easy to manage and animate professional User Interfaces – without having to know how to code. Beginner friendly and scalable, DoozyUI is suitable for anything from amateur developers to professional software and games studios. Cartoon One is an animated icons pack for DoozyUI, designed in a Cartoon style, that are ready to use and customize. These playful and glossy-looking icons are ready to be imported in any game, app or presentation. The pack contains 70 animated icons, each icon having multiple animation states (A, B, Click, Loop, Disabled).
After importing Easy Save from the Asset Store, you can immediately use Easy Save from your scripts and from PlayMaker.
For information on saving and loading without code using Auto Save, see the Auto Save guide.
For information on PlayMaker actions available, see the PlayMaker Actions Overview.
Basic saving and loading
Easy Save stores data as keys and values, much like a Dictionary.
- To save a value, use ES3.Save
- To load a value, use ES3.Load
For example, to save an integer to a key named myInt and load it back again, you could do:
2 | myInt=ES3.Load<int>('myInt'); |
To load a value into an existing reference, use ES3.LoadInto:
2 | myArray=ES3.Load('myArray',defaultValue); |
List
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2 | myDictionary=ES3.Load('myDictionary',defaultValue); |
2D Array
2 | myQueue=ES3.Load('myQueue',defaultValue); |
HashSet
2 | myStack=ES3.Load('myStack',defaultValue); |
When to save and load
For most projects it makes sense to load in Start(), and save in OnApplicationQuit(), or OnApplicationPause(true) on mobile.
You can also use buttons to save and load.
Changing the filename or path
The filePath parameter lets you specify where data is saved. The file or folder will be automatically created if it does not exist.
This can be a filename, a relative path, or an absolute path. For more information, see the Paths and Locations guide.
Filename
2 | // Save a file to a folder in the default save location. |
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Absolute path
2 4 | varsettings=newES3Settings(ES3.EncryptionType.AES,'myPassword'); ES3.Save('key',data,settings); |