/// <summary> /// Instantiates a new object with MLPersistentPoint. The MLPersistentPoint is /// responsible for restoring and saving itself. /// </summary> void CreateObject() { Vector3 position = Camera.main.transform.position + Camera.main.transform.forward * UnityEngine.Random.Range(1.5f, 6.0f); var gameObj = Instantiate(_prefab, position, UnityEngine.Random.rotation); gameObj.name = Guid.NewGuid().ToString(); MLPersistentPoint persistentPointBehavior = gameObj.GetComponent <MLPersistentPoint>(); persistentPointBehavior.OnComplete += HandleContentRestoreComplete; persistentPointBehavior.OnError += HandleContentRestoreError; _persistentPoints.Add(persistentPointBehavior); }
/// <summary> /// Reads all stored game object ids. /// </summary> void ReadAllStoredObjects() { List <MLContentBinding> allBindings = MLPersistentStore.AllBindings; foreach (MLContentBinding binding in allBindings) { GameObject gameObj = Instantiate(_prefab, Vector3.zero, Quaternion.identity); gameObj.name = binding.ObjectId; MLPersistentPoint persistentPointBehavior = gameObj.GetComponent <MLPersistentPoint>(); persistentPointBehavior.OnComplete += HandleContentRestoreComplete; persistentPointBehavior.OnError += HandleContentRestoreError; _persistentPoints.Add(persistentPointBehavior); } }