playMaker

Author Topic: Mass Data Output  (Read 2237 times)

artician

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Mass Data Output
« on: November 28, 2012, 10:09:29 PM »
Hello,

Because my work has taken me down a more data-oriented path (gaming for research and education), I find myself in need of a way to output large amounts of data to text files.  Data mobility seems pretty locked down in Unity at the moment, unless I use a third-party save system or something, I'm not certain what other options I have aside from hiring an honest-to-goodness engineer to create something for me.

I wanted to check here first to see if there were any options I wasn't aware of.  Any way to take a list of string variables and output them into an exportable file, or if ArrayMaker eventually gets a save-to-disk feature, I don't know.

Eventually I'll end up interfacing some of my projects with DB API's, but when I get to that stage I figure I'll subcontract to a database engineer, since the work is so specific I wouldn't expect it to be within the scope of Playmaker.

Either way, any input or advice is really welcome!  Thanks!
« Last Edit: November 28, 2012, 10:12:19 PM by artician »

DARK_ETERNAL

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Re: Mass Data Output
« Reply #1 on: November 29, 2012, 11:42:30 AM »
I don't know the how-to, but if your intended output is a mere plain text file, C#has something to help you. If you'd want to orgnanise it in a database or such things, I don't know, perhaps a 3rd-party plugin?

http://msdn.microsoft.com/en-us/library/8bh11f1k.aspx
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artician

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Re: Mass Data Output
« Reply #2 on: November 29, 2012, 05:44:55 PM »
Hey, thanks for the reply.

This looks much more accessible than I was expecting.  Funny (and sad) thing is that I've been so successful with Playmaker, it's actually make me more resistant to learning to code.  It's a terrible habit there. 

For now, I need to figure out how to expose Playmaker/Arraymaker variables so that a C# script can grab them off an FSM.

Thanks for your reply!  That is really helpful.

DARK_ETERNAL

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Re: Mass Data Output
« Reply #3 on: November 30, 2012, 10:13:25 AM »
You can actually do so by having your script receive a PlayMakerFSM or an FSM object. Then, you can access to your variables (globals, by type, events, etc). With Unity. I don't know how to do it without, if possible.
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