In shops, the info displays the buy/sell price [...]This works as indicated in the tutorial using text codes such as [price][icon]. So far so good.
Orochimaru said: My question, now, is, where is the save data stored when that field is left empty?That is just the info text that's displayed in save/load game menus for your save files. Changing that has no impact on where the data is stored or what content is stored.
Orochimaru said: where is it stored while its running in the unity editor?That depends on your OS and the Unity project's company/game name you defined, e.g. on Windows it's stored in /Users/YourUserName/CompanyName/GameName/ or someting like that.
Orochimaru said: where is it stored on an exported version of the finished game on pc or mobile?That depends on your setup in UI > Save Game Settings - the Save File Type defines that. You can also extend that with custom save locations.
is it player prefs?
how do I control where the save files are stored?
Orochimaru said: 1. Is there a way to set up point-and-click/touch movement in the non-combat scenes (town/world)ORK's built-in Mouse player control type can do that.
Orochimaru said: 2. Is there a way to auto-save position when moving through non-combat scenes so that moving to a separate battle scene and back will not override the position save?Sure, this is handled in your battle start schematic to store the scene and position and load back into the scene and position in your battle end schematic. There are example tutorials available for such teleport battles: battle start schematic and battle end schematics.
Orochimaru said: 2b. If so, would it be possible to save the position in the town/world separately from a save state in an ongoing battle? -Generally, yes - you can also save a position per scene using Set Scene Position node (instead of Store Scene node, which stores the current scene and position). You can also use variables to do any custom data storage, e.g. position.
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