Skip to content

Releases: buck-co/save-async

v0.4.3

20 Nov 03:28
Compare
Choose a tag to compare
  • Converted the SaveManager.Exists method and the default FileHandler method to be async. This isn't necessary for typical file I/O but can be useful in the case of custom file handlers that have a wait time associated with checking for file availability.
  • Fixed an issue where the method signature of Exists could not be overridden properly in custom file handlers due to the absence of a cancellation token.

v0.4.1

16 Jul 20:15
Compare
Choose a tag to compare
  • Added additional exception handling for malformed JSON data.

v0.4.0

16 Jul 18:09
Compare
Choose a tag to compare
  • The ISaveable interface Guid property ISaveable.Guid has been replaced with a string property called ISaveable.Key. This is a breaking change, but it enables the option to use either a unique string key or store a Guid as a string, rather than using Guids and serialized byte arrays exclusively.
  • Added some much needed error checking to validate ISaveable keys when loading data. Previously, if a key was not found in the registered saveables dictionary, it would throw an unhandled exception.

v0.3.2

10 Jul 01:00
Compare
Choose a tag to compare

The default FileHandler now inherits from ScriptableObject and can be overridden. This can be useful in scenarios where files should not be saved using local file IO (such as cloud saves) or when a platform-specific save API must be used.

v0.3.1

30 Jan 19:36
90f7b89
Compare
Choose a tag to compare
v0.3.1 Pre-release
Pre-release

This release marks the first time Save Async has been made publicly available! This code has not yet been shipped in a production project but there are currently no known issues.

v0.3.0

13 Dec 03:52
Compare
Choose a tag to compare
v0.3.0 Pre-release
Pre-release

This is the first tagged release with all basic features complete! While it still should probably go through more testing before it's used in a production project, it's ready for comments and suggestions.

Known issues:

  • Sometimes starting the Save Queue test in the sample scene will not come back with a result, but restarting the player seems to fix it.