Save Level
	
        
	Documentation for Unity Asset Store version v1.20
 
	
            Summary
To get the byte arrays (data & meta) of a level you have to register for the 'LE_EventInterface.OnSave' event, which is triggered when the save button is clicked in the level editor.Step 1: Event Registration
Register for the 'LE_EventInterface.OnSave' event. This event will be called when the level is saved. Keep in mind that you also should unregister the event handler when your script gets destroyed otherwise a memory leak could occur.
using LE_LevelEditor.Events;
// Register for the save event, which is called when the level is saved
LE_EventInterface.OnSave += OnSave;
Step 2: Event Handling
The event handler below will access the properties of the 'LE_SaveEvent' EventArgs to get the level's byte arrays.
private void OnSave(object p_sender, LE_SaveEvent p_args)
{
   
	// Get the data and meta data byte arrays from passed EventArgs
   
	byte[] levelDataAsByteArray = p_args.SavedLevelData;
   
	byte[] levelMetaAsByteArray = p_args.SavedLevelMeta;
   
	// You level storage code
   
	// YOU SHOULD ZIP THE LEVEL DATA!
   
	// YOU CAN SAVE UP TO 95% DATA VOLUME, AVARAGE SEEMS TO BE AROUND 75% REDUCTION
   
	...
}

 
 

