How hardware intensive is saving attributes?
madmassey
Member Posts: 55
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.
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.
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