How hardware intensive is saving attributes?

madmasseymadmassey Member Posts: 55
edited November -1 in Working with GS (Mac)
I'm planning on creating a "Save Game" actor that saves all of my global attributes together, and then call that actor with a boolean whenever something important happens. (Rather than going into each individual actor and placing Save Attributes after I change each individual attribute.)

So if I end up saving the game every few seconds (based on user action), does this really hit performance on any of the IOS devices or should it be cool? Let's say when everything is said and done it would have a couple hundred attributes that it's saving.

Comments

  • madmasseymadmassey Member Posts: 55
    Oh... and also, will I be able to test this save / load behavior on the "recent projects" from GSViewer on my iPhone or will I have to figure out how to make an adhoc build before I can test it?
Sign In or Register to comment.