Data Binding in Unity can speed up your save times tremendously by keeping the persistent state of the game ready to save at a moments notice. Data binding is a fast and efficient way to save data quickly at runtime, and can help improve your data modelling. Let's build a Save/Load system to see this in practice.
NOTES: If using the SerializableGuid from the repo, don't forget the PropertyDrawer!
Support for saving Scriptable Object references using SerializableGuid has been added to the repository - feel free to check that out as well as several additional Serializable Types.
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▬ Contents of this video ▬▬▬▬▬▬▬▬▬▬
0:00 Overview
1:15 Save/Load System
8:15 Binding
*Source code:* https://github.com/adammyhre/Unity-Inventory-System
Assets Shown In This Video (Affiliate Links)
Cartoon Fantasy UI: https://assetstore.unity.com/packages/2d/gui/cartoon-fantasy-gui-74743?aid=1101lw3sv
Eole Foliage Shader: https://assetstore.unity.com/packages/vfx/shaders/eole-stylized-foliage-shaders-265842?aid=1101lw3sv
Dungeon Mason Tiny Hero Duo: (FREE): https://assetstore.unity.com/packages/3d/characters/humanoids/rpg-tiny-hero-duo-pbr-polyart-225148?aid=1101lw3sv
Kronnect Beautify: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/beautify-3-advanced-post-processing-233073?aid=1101lw3sv
Slate Cinematic Sequencer: https://assetstore.unity.com/packages/tools/animation/slate-cinematic-sequencer-56558?aid=1101lw3sv
Protofactor Animals: https://assetstore.unity.com/packages/3d/characters/animals/animals-full-pack-5032?aid=1101lw3sv
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