So I have the inventory saving working for scene items, and I've modified the UIS save routine to also add saving for some player attributes (position, rotation, etc.) and for all player crafted items. I also want the ability for the player to create one or more storage chests at runtime. I can incorporate this into my player crafted load/save routine which will create a storage chest (using a deactivated prefab in the scene to clone from). Putting items into that chest, saving, and loading works if I start with it already in the scene. But, how would I go about saving/loading the inventory from the runtime created chest(s)? I have the system creating my player items first, before the inventory savers start loading. Is there a way (i.e. what parameters need to be set) for the UIS saver to think the newly created chest inventory was the same one it saved from? The chest names are unique (includes an ID number in the name string) and that will match from save to load (in addition to position/rotation). Is there any other property that needs to be identical?
Thanks
Thanks