You don't need to find the Inventory saver to call a load or save you just need to use these methods. I have made a static instance of the component. InventorySaverAddon.instance.Save(); InventorySaverAddon.instance.Load(); InventorySaverAddon.instance.Delete();
This system is a lot faster now that I'm doing the saving and loading sequentially. I have not got the Rpg pack saving yet so I'm not sure how much faster it will be after that but I'm no longer using tag to save so it should be smooth.
Would you guys be interest in a starting scene with this add-on ? The only way I can save & load player locations properly is if its loaded from a start scene. I have finished Integrating the Rpg pack for saving and loading. Let me know
Character Selection menu - I had to do this for loading scenes correctly. This will eventually load the characters gear, quests, level ect on select and when confirmed what character you want it will load to the last saved location if there is any. If its a new character obviously will not load any gear and send player to start scene. The menu can be changed with your art work for uniqueness.
Would this system be useful for saving a character between scenes? So can carry over from one to the other? Can the player spawn position be set by the scene to allow this or will it load with thw coords of the old scene?