RevFramework Inventory — Snapshots (Save, Load & Restore Inventory State)
Learn how inventory snapshots work in the RevFramework Inventory system. This scene focuses on persistence: capturing live inventory state, saving it as JSON, loading it back, resolving item GUIDs through an ItemDatabase, and applying the snapshot to the runtime system. This is not about a full save-game UI. It’s about the clear persistence loop underneath one. We cover Seeding real inventory state with GiveExact Capturing inventory snapshots as JSON Saving and loading snapshot files Applying snapshots back to live runtime containers Optional equipment inclusion Item GUID resolution through ItemDatabase Missing item behaviour Skip vs placeholder policies Autosave flow File tools for debugging and inspection What’s actually happening The snapshot system captures runtime inventory state into JSON. Load reads that JSON back, resolves saved item GUIDs through the ItemDatabase, then applies the result to the live inventory and optional equipment state. Missing items are handled by an explicit policy. Key idea Runtime containers stay separate from storage. Snapshots are JSON-first, inspectable, and replaceable. Why this matters This gives you a clean base for: save slots autosaves cloud saves rollback/debug tools inventory restore flows The framework handles the snapshot model. Your game decides where and how to store it.
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