diff --git a/automated_updates_data.json b/automated_updates_data.json index 411c7c5347..facac29cbf 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "43976b55eef52b973cab5ffcfc6949add0da75cc", + "last_automated_updates_commit": "94b980313b7ac851610e12a55f767dcfc3316d4c", "last_improved_things": [ { "date": "2026-02-16", diff --git a/docs/gdevelop5/all-features/linked-objects/index.md b/docs/gdevelop5/all-features/linked-objects/index.md index 1b0e405928..6dd32158cc 100644 --- a/docs/gdevelop5/all-features/linked-objects/index.md +++ b/docs/gdevelop5/all-features/linked-objects/index.md @@ -30,6 +30,10 @@ When used as a **condition**, it also returns false if nothing was picked — us When an object is **deleted from the scene**, all its links are automatically cleaned up so that other objects no longer point to the removed instance. +## Save and restore links + +Links between objects are **saved and restored** by the [Save State extension](/gdevelop5/all-features/save-state). Links involving objects marked as "Do not save" are not persisted — only links where both objects are included in the save are restored. + ## Use cases Linked objects are well suited for **permanent one-to-one or one-to-many relationships** that would be cumbersome to track with variables: diff --git a/docs/gdevelop5/all-features/save-state/index.md b/docs/gdevelop5/all-features/save-state/index.md index 06b27a058a..f4e5700f9d 100644 --- a/docs/gdevelop5/all-features/save-state/index.md +++ b/docs/gdevelop5/all-features/save-state/index.md @@ -4,7 +4,7 @@ title: Save & Load (Save State) # Save & Load (Save State) -The **Save State** extension allows you to **save and restore the full state of your game** at any time — including all objects, variables, sounds, effects, and more. +The **Save State** extension allows you to **save and restore the full state of your game** at any time — including all objects, variables, sounds, effects, linked object relationships, and more. It is designed to be **easy to use by default**, while also providing **advanced configuration options** for developers who need finer control over what gets saved or loaded. @@ -107,3 +107,4 @@ When you perform a save or load, you can specify one or more profiles — and on - **Custom objects** are not yet fully serialized. They will be recreated and placed correctly, but their internal state may reset to default. - **Third-party extensions** that manage data outside of GDevelop’s variable/object system might not be captured. - **Performance impact:** Saving large games (many objects or variables) can briefly freeze the game; use with care on mobile or web platforms. +- **Linked objects with "Do not save" objects:** Links between two saved objects are fully saved and restored. Links that involve an object marked as "Do not save" are not persisted — the link only survives if both objects are included in the save.