Hello,
I’ve been working with Adventure Creator for quite some time now. Together with my colleagues, we’re creating a game using Unity version 2022.3.62f2 and AC version 1.83.0. During development, a few questions have come up:
1)
In our game, players can load their save files. Naturally, we’re using the AC save system with both built-in and custom Remember scripts. We’ve noticed that some Remember components save their state correctly, but don’t load it properly afterward. Unfortunately, there were no error messages.
Is this a known issue, perhaps?
The affected objects were prefabs (with “Retain in prefab” enabled), and there were around 20–30 objects with Remember scripts (Custom IDs).The scene was loaded through a menu using an element of type Load (Slots). This issue often occurred with RememberVariables, which didn’t correctly update their target Variable components after loading.
Is there a limit to the number of objects that can be saved, beyond which some Remember scripts may fail to trigger?
2)
In our custom nodes, we sometimes catch errors using try–catch clauses. Is there something similar available for built-in nodes? We’ve observed that some ActionLists (both asset-based and scene-based) occasionally don’t complete their execution (from start to finish), and no error message appears. We suspect this happens mostly with the Sound: Play node.
Is there a global setting to ensure that a node completes execution even if an internal error occurs? Or how is the workflow to handle intern errors.
3)
We also use the Speech Manager with the option to export all texts to a CSV file.
Because we have many types of dialogue and text, our translators sometimes struggle to understand the context — certain related text sections don’t share the same ID, and therefore don’t appear next to each other in the CSV table. I’ve tried tagging texts differently, but AC only allows the standard built-in tags (like Speech, Hotspot, Dialog Option etc.).
Is there any workaround for this limitation?
4)
We’re aware of global and local variables, and we use them as follows:
Local variables: for scene-specific objects or dependencies
Global variables: for player decisions that affect the entire game
Now that we’re using both types, I wonder whether AC provides a way to store temporary state data, for example, to check at the start of a dialogue whether the player “knows” something specific — and based on that, unlock certain dialogue options. I suppose we could do this using local variables, but that feels a bit cluttered.
Is there another solution or workaround to store and use data temporarily, especially within dialogues?
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Comments
Welcome to the community, @Blackshineman.
1)
What platform are you saving to, and in what format, if not the default? There are no known issues with Remember data not being restored correctly.
You say it often occurs with Remember Variables - does it occur with any others? Does removing the other Remember components from the scene make any difference?
I can investigate the issue but I will need clear steps to recreate the problem.
2)
If an Action has an issue, it shouldn't typically prevent the rest of the list from running - unless it's a "Check" Action that affects which Actions run next.
Can you share a screenshot of the problematic "Sound: Play" Action?
3)
Selecting a gathered text line within the Speech Manager will display a "Description" box that you can enter additional information into for translators. This box can be output can then be displayed as an additional column in the CSV.
4)
ActionList parameters act like temporarily variables that exist within an ActionList. If your Conversation is played from a single ActionList (by checking Override options? in the Dialogue: Start conversation Action) its value will exist for the duration of the Conversation and its responses.
Parameters are defined in the Properties tab of the ActionList Editor.