
Crystal Save|Ninjutsu の State Machine 2 セーブモジュール
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Crystal Save add-on that links Crystal Save with GC2 State Machine 2, auto-saving every runner or asset variable across scenes, loads and cloud. Drop in up to two components—zero code.⚙️🧩 Crystal Save | Game Creator 2 State Machine Save Module 🧩⚙️Freeze-frame every branch, boolean and Vector3 in your GC2 graphs—then thaw them out exactly where you left off.📖 OverviewJust two drop-in components let Crystal Save persist all variables inside any Game Creator 2 – State Machine: runner-local or asset-based.🎮 Hit Save → Load and the machine restarts in the same state, same values—no coding, no inspector tweaks.✅ Requirements• Unity 6 LTS+• Game Creator 2 Core + State Machine by NinjutsuGames• Crystal Save (base) v 1.5+🚀 Installation & Quick StartImport Crystal Save | State Machine.Open Game Creator → Install and install the demo.Add Remember GC2 State Machine Variables to a prefab that references a StateMachineAsset.Add Remember GC2 State Machine Runner Variables to any GameObject with StateMachineRunner.—or—Play → change GC2 vars → Save → Load. Everything resumes flawlessly.Attach & forget—zero inspector sliders, no symbols.🛠️ Components• Remember GC2 State Machine Runner VariablesSerialises the live Variables dictionary on a runner and restores it before the first Update tick.• Remember GC2 State Machine VariablesTargets standalone StateMachineAsset files; reflects into GC2’s runtime map to save & load every key/value—even custom types.Both inherit SaveableComponent, auto-register with Crystal Save, and obey pooling / keep-across-scenes rules.🎬 Demo SceneGame Creator → Install → Crystal Save | State Machine• Buttons change runner-level vars → reload shows them restored.• Prefab instances share an asset; their variables save & reload independently.🔄 How Saving & Loading Works• Save – SerializeComponentData() → MemoryPack binary blob.• Load – Blob fed back into runner or asset before gameplay resumes.• Version-safe – Variables stored by name; new or reordered vars don’t break old saves.💡 Tips & Best Practices• One Remember component per context: Runner Variables for NPC-specific brains, Asset Variables for shared graphs.• Custom structs/classes? Register via GC2’s TypedObjectFactory so MemoryPack handles them automatically.• Using object pools? SaveablePrefabPool resets GUIDs and re-registers components only when spawned—no ghost data.🆘 Support🐦 Discord: https://discord.gg/MPhMKtSMUZHappy state-saving—may your machines always pick up exactly where they left off!Requires Unity 6 LTSRequires State Machine 2 (Requires Game Creator 2)