![]() ![]() I have not even looked at the files for this game, but if they're using Steam, then chances are that the save file also exists with some Steam-specific functionality, which you may also need to figure out. And the other issue with this could be that it uses the Steam cloud saves. ![]() And at that point, you wouldn't really be transferring your save- You would just be constructing your own save file. I would suspect that the save data is more or less the same, but you would need to reverse-engineer the ConnectedStorage to mimic it. All saves must be created and stored through the XDP's ConnectedStorage, which is exclusively their own system. Working in Unity, the default saving method (PlayerPrefs) does not work at all, and the game is not allowed to write anything to the console. Technical Explanation:I haven't worked too much with xbox saving necessarily (I've been handling other parts of the porting process for our projects), but I can definitely say that Microsoft is absolutely obsessed with their own structures. ![]()
0 Comments
Leave a Reply. |