Save & Load Add-On
  • Welcome to Save & Load Add-On for FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • Add-On Compatibility
    • List of Tutorials
  • GETTING STARTED
    • 01. Basic Set-Up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 DataPersistence
        • DataPersistence_SO
        • DataPersistenceManager
        • FileDataHandler
        • GameData
        • GameDataManager
      • 03.2 Editor
      • 03.3 Item Registry
        • ItemRegistry
        • ItemRegistryEditor
        • ItemRegistryAssetProcessor
      • 03.4 Main Menu
        • SaveSlot
        • SaveSlotsMenu
      • 03.5 Objects Save Data
        • CustomSaveData
      • 03.6 Serialization
        • SerializableVector3
        • SafeSerializationBinder
      • 03.7 Triggers
        • SaveTrigger
        • LoadTrigger
        • ToggleAutoSave
      • 03.8 Type Registry
        • TypeRegistry
        • TypeToPrefabMappingDrawer
      • 03.9 UI
        • SaveLoadButton
    • 04. Shared Content for Add-Ons
      • ToastManager
      • WorkLight
  • HOW TO USE & GUIDES
    • Save & Load Games Programmatically
    • Saving Custom Data: Simple Method
    • Saving Custom Data: Advanced Method
    • Loading Custom Data
    • Saving Instantiated Objects
    • Save & Load System during Development
    • Working with Save & Load in Cowsins Manager
    • Uninstalling the Add-On: Fixing Errors
    • Type to Prefab Mappings in Game Data Manager
    • How to add Buttons to Save & Load a game
    • Non-Saveable Scenes
    • Loading Scenes & Load Player Data
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  3. 03.8 Type Registry

TypeRegistry

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Last updated 1 month ago

The TypeRegistry class is part of the cowsins.SaveLoad namespace and provides functionality for mapping types to associated prefabs. This mapping allows for loading and instantiating objects from a saved state. When an object is loaded from a save file, only the object's type and its associated save fields are available. However, the actual object cannot be instantiated directly from this information alone. The TypeRegistry serves as a lookup table to associate types with prefabs. This way, once the object type is identified, the corresponding prefab can be instantiated, and additional data can be loaded afterward.

TypeRegistry is implemented by . For more information regarding TypeRegistry & how to associate Prefabs to Types, please navigate to .

To optimize performance and minimize overhead, include only necessary types in the Type-to-Prefab mapping. Avoid references that are unnecessary or unused.

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