Backbone - Persistence
 
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
 NBackbone
 CDataEntryRepresents a single piece of data to be saved or loaded. Stores information about the object's class, field, type, and value
 CEnumBoolArrayDrawer
 CEnumFloatArrayDrawerDrawer for EnumFloatArray<TEnum>, displays a collapsible list of float fields with the enum names as labels
 CEnumIntArrayDrawerDrawer for EnumIntArray<TEnum>, displays a collapsible list of int fields with the enum names as labels
 CEnumStringArrayDrawerDrawer for EnumStringArray<TEnum>, displays a collapsible list of string fields with the enum names as labels
 CEnumVector3ArrayDrawerDrawer for EnumVector3Array<TEnum>, displays a collapsible list of Vector3 fields with the enum names as labels
 CGameDataRepresents global game data to be saved and loaded across scenes
 CGameSaveDataContainer class that holds both global and scene-specific game data. Used as the root object for serialization and saving
 CHierarchyPersistenceSaves and restores the hierarchy state of this GameObject and its children. You can selectively enable the saving of position, rotation, scale, and active state. Ideal for scenes where multiple items or entities need to remember their state after being modified or deactivated
 CTransformDataStruct to hold transform and active state data for a single object
 CPersistenceManagerManages persistent game and scene data saving and loading. Uses JSON serialization and optionally AES encryption
 CPersistenceManagerEditor
 CPersistentFieldHighlighterEditor
 CPersistentObjectStateSaves and restores both the transform (position, rotation, scale) and the active state of the GameObject. Useful for collectible items, enemies, interactive world elements, etc
 CQuaternionConverterCustom JSON converter for Unity's Quaternion type. Serializes and deserializes Quaternions using their Euler angles
 CSceneDataRepresents scene-specific data used for saving and loading per scene
 CScenePersistentAttribute to mark a field as scene-specific persistent data. These fields will be saved and loaded per scene
 CTEnumRepresents an array of boolean values indexed by an enum type
 CVector3ConverterCustom JSON converter for Unity's Vector3 type. Serializes and deserializes Vector3 values as individual x, y, and z components