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The basic idea is that since we store the database in a player object, if the player object completely delinks its network ID, all persistence info related to it is lost. The general idea behind this feature would be this
On world join, copy the database into the playerdata if it is valid (we only do this on world join to avoid the large possible network write costs that can happen since all player data is synched at once. This does mean data loss is still possible if changes are made, although maybe a button can be added to do this possibly larger cost sync). We can then have a way to restore from this backup if everything is lost
The basic idea is that since we store the database in a player object, if the player object completely delinks its network ID, all persistence info related to it is lost. The general idea behind this feature would be this
On world join, copy the database into the playerdata if it is valid (we only do this on world join to avoid the large possible network write costs that can happen since all player data is synched at once. This does mean data loss is still possible if changes are made, although maybe a button can be added to do this possibly larger cost sync). We can then have a way to restore from this backup if everything is lost
Related branch persistence
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