Progress Update

Progress Update

So, I’ve been quite for a few weeks, that’s because I’ve been busy on the last bits for the year. Here is a quick update on what has been going on and where everything is.

Patches & Updates

I’ve had a few, sadly bad reviews on our deer old Audio Manager. It is due a major update that is on the list for Q1 next year along with a new game prototype. I have the basic for the new version already, its just getting all the edge cases, polishing and testing the asset to ensure it works fully as intended before release. The update is a bit change, though should be easy to follow for our existing users. More on this in the new year.

On the flipside I’ve pushed a small patch to our latest asset Build Versions which automates the build number changes when changing the build increment time option. I have even more for this asset next year, with a possible custom build button with custom auto build file naming saving you even more work!

Leaderboard Manager

So I’ve been working on the new Leaderboard Manager! The new version is a total re-write of the asset to make it more flexible as the current version is rather rigid with only 1 leaderboard supported and no TestMeshPro support. The new version allows for as many leaderboards as you like! so you can have 1 per level if you want. There are more options to display the board, improved backend and more customisation options as well. I’ll be sharing more on this in the coming weeks as I finalize the version of the asset.

Game Prototype?

Yea, I’m planning to make a new game idea in Q1 next year, it’ll be a prototype to start with and if I still like it and people like it too then I will be working to make a full title out of it. More next year!

End of year stats

Like last year, there will be an end of year review where I summarise the stats for all our store fronts this year and compare our progress form last year as well as our goals for the new year!

That’s all for now, speak to y’all soon!

Save Manager Updated!

Improved interface promotional graphic

Summary

Our Save Manager has been updated. This has been a long time coming as the asset had some clear design issues. We’ve address most of these in this update and made some positive changes to hopefully make the asset even easier to use.

The Changes

New Editor Tool Layout.
The editor tool has been updated with a lot of improvements in the layout and functionality. The layout has been simplified to two tabs instead of three. The editor auto loads the infomation from the save data class. The editor also lays out the information in a more concise manor to make it easier to edit values on the fly.

New Operators
We’ve improved the back-end a fair bit to accomide operators. Previously you had to use our Save variats for vectors and colours in your own code to use the manager fully. Now, you can just use the standard vectors and colours and the asset does the rest for you.

New Save Types Supported
We’ve added more support to the asset. We now support the following types on top of what we previously supported;
– Double
– Byte
– Quaternion
– Sprite (In a specific setup)

We’ve also added support for more collection types to accomidate for their use, so you can more save Queues & Stacks of a saveable type as well as Lists and Arrays.

Updated Docs
We’ve been thoguh and totally re-written our documation to better explain the asset out of the box as well as porting it to Notion so ease of editing. We’ve prodiced a .pdf of the page as the offline documation which is much more readable than the old text file.

See the new docs here: https://carter.games/savemanager

Links

Interested? you can get the asset here: https://assetstore.unity.com/packages/tools/utilities/save-manager-cg-176437