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Save game problem after updating to AC1.71.0

Thanks for the great update! Many new features are super cool and useful! But there is this weird error during 1 save game occasion. I have no idea which RememberTransform object get destroyed, but with the following error lessage, could you please point me to the right direction of searching the problem? Or would it be a bug?

MissingReferenceException: The object of type 'RememberTransform' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.

AC.ConstantIDManager.GetComponents[RememberTransform] (Scene scene) (at Assets/Plugins/AdventureCreator/Scripts/Managers/ConstantIDManager.cs:277)
AC.ConstantID.GetComponents[RememberTransform] (Scene scene) (at Assets/Plugins/AdventureCreator/Scripts/Save system/ConstantID.cs:308)
AC.LevelStorage.PopulateTransformData (Scene scene) (at Assets/Plugins/AdventureCreator/Scripts/Save system/LevelStorage.cs:461)
AC.LevelStorage.SaveSceneData (AC.SubScene subScene) (at Assets/Plugins/AdventureCreator/Scripts/Save system/LevelStorage.cs:323)
AC.LevelStorage.StoreAllOpenLevelData () (at Assets/Plugins/AdventureCreator/Scripts/Save system/LevelStorage.cs:247)
AC.SaveSystem.SaveSaveGame (Int32 saveID, Boolean overwriteLabel, System.String newLabel) (at Assets/Plugins/AdventureCreator/Scripts/Save system/SaveSystem.cs:779)
AC.SaveSystem.SaveAutoSave () (at Assets/Plugins/AdventureCreator/Scripts/Save system/SaveSystem.cs:716)
AC.ActionSaveHandle.PerformSaveOrLoad () (at Assets/Plugins/AdventureCreator/Scripts/Actions/ActionSaveHandle.cs:144)
AC.ActionSaveHandle.Run () (at Assets/Plugins/AdventureCreator/Scripts/Actions/ActionSaveHandle.cs:68)
AC.ActionList+c__Iterator2.MoveNext () (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:377)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
AC.ActionList:ProcessAction(Int32) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:327)
AC.ActionList:ProcessActionEnd(ActionEnd, Int32, Boolean) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:563)
AC.ActionList:EndAction(Action) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:481)
AC.c__Iterator2:MoveNext() (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:449)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
AC.ActionList:ProcessAction(Int32) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:327)
AC.ActionList:ProcessActionEnd(ActionEnd, Int32, Boolean) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:568)
AC.ActionList:EndAction(Action) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:481)
AC.c__Iterator2:MoveNext() (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:449)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
AC.ActionList:ProcessAction(Int32) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:327)
AC.ActionList:ProcessActionEnd(ActionEnd, Int32, Boolean) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:563)
AC.ActionList:EndAction(Action) (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:481)
AC.c__Iterator2:MoveNext() (at Assets/Plugins/AdventureCreator/Scripts/ActionList/ActionList.cs:449)

Comments

  • Looks like a bug. Is it a common occurence, or just in a specific scene?

    Try opening up the ConstantIDManager.cs script, and replace line 277:

    if (constantID.gameObject.scene != scene)
    

    with:

    if (constantID == null || constantID.gameObject == null || constantID.gameObject.scene != scene)
    

    Does that solve the issue?

  • Unfortunately the change of thescript doesn't solve the issue..

    Very weirdly, the problem seems to only happen when it is entered from scene number 1 to scene number 2, where I have an ActionList OnStart in scene 2 that save game.

    The same OnStart actionlist will run when the player goes from scene 3 to scene 2, but the problem didn't occur.

  • The message may have been updated. Can you re-post it, along with a screenshot of the part of the script it's referring to?

    Please also share a screenshot of the ActionList you're running.

  • edited May 9

    The problem was magically gone after updating to AC1.71.1 lol

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