It appears that importing the current Inventory.zip files introduces a new set of *.saving scripts vs overwriting what’s in there. This is preferable actually because it doesn’t overwrite what you already had. But it seems to introduce a problem in that now you have two sets of savings scripts and only one set is referenced in your scene.
I watched a video ahead and it’s not addressed. Here is what I did.
- I changed the references of my pre-existing RPG files to “using GameDevTV.Saving”
- Then I manually merged in whatever comments and changes I previously had in my own copy of RPG.Saving files to be in GameDevTV.Savings (question on this below)
- Then I redid the references in my scene Character prefab to SaveableEntity.cs and SavingSystem prefab to SavingSystem.cs
Question
- what’s a good practice when you want to modify code that you get from an asset pack? Should you copy it in your own folder and then change it and then refer to your modified version? Or should you modify the one in the asset pack folder? I did the latter one, but I think it poses risks that your stuff may get overwritten, so as I think through what I did, I think I have to undo it.