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Displaying Speedrun Timer question

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  • I will mention though I currently can't seem to recreate this error when starting a new game in Unity Editor - the timer seems to save and load correctly with new saved and load games. I'll try find out with further testing where it possibly broke, easier now that I have the Global Variable to check the status of the timer, thanks.

  • I can't reproduce such behaviour - at least in the latest release. If it still occurs there, how/when are you starting your Timers? The save-game data you shared suggests the data is at least being saved correctly.

    Naive question - to test on a backup project, simply a matter of duplicating the Unity project's folder, adding it via Unity Hub and working off that?

    Ideally, your project would rely on version control, so that you can rollback changes or work with test branches to safely try such experiments. Without that, though, yes - duplicating a project and loading it into the Hub would be the way to go.

  • edited March 22

    Hi Chris - sure, per message on 20 March, I trigger the timers in the beginning of the game like this:

    However, perhaps I did something odd by re-triggering the already-running timer in a later scene with an ActionList item I left in during development/testing to trigger the timer to start running so I could test the label showed up at the end of the game.

    In any event, will test this more with final release candidates.

    Started looking into Git for version control, thanks. Might do that for the next project.

    When I started a new game yesterday to test, I was able to save and load the game and the correct timer was being displayed in the linked Global Variable.

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