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Load Menu ActionList Triggering on Empty Slots

edited August 2025 in Technical Q&A

Hey All,
I’m running into an issue with the Load menu. I’ve set up an ActionList that fades out and plays an SFX when the game is loaded. However, the ActionList is also triggered when I click on an empty slot.

Is there a way to prevent the ActionList from running when the selected load slot is empty?

P.S. I want to keep "Allow empty slots" option ticked.

https://prnt.sc/C_jMeHky7P2G
https://prnt.sc/fHcdJRKwPK5J
https://prnt.sc/dLYCN5GO8y9D

Comments

  • If the "Slot index" parameter was set to -1 when clicking an empty slot, you read it with ActionList: Check parameter to ignore the rest of the Actions.

    I don't believe this is currently the case, but at first glance it likely should be. I'll see about implementing this in the next update - thanks for raising the issue.

  • Update: Actually, you can get around this already.

    You can use the Save: Check Action's "Is Slot Empty" method, using the Integer parameter in your ActionList, to check if the currently-clicked slot has a save file or not.

  • Thank you very much, Chris. Using Save: Check has solved the issue. However, I’ve run into a small problem related to the SAVE menu after enabling Allow empty slots. The first slot always shows the title Autosave even though autosave is NOT enabled anywhere in the scene. I checked in other scenes and in the game build, but the issue persists. Do you have any idea how to fix this?

    https://prnt.sc/eOCZksyLSNlx
    https://prnt.sc/tX2U4XOjd8ll
    https://prnt.sc/yyy7ycRlCHNI
    https://prnt.sc/J52bqOfOE6lu

  • The Save file with an ID of 0 is reserved for the Autosave slot. If you're using Unity UI, I supposed you could move its linked Button off-screen so that only 1+ are visible.

  • edited August 2025

    I tried this solution, but it isn’t stable. It works at first, but after a while I start getting this error: Could not load game: file with ID -1 does not exist. Somehow, saving and loading became unstable when I enabled 'Allow empty slots.' So, I disabled it since it’s not that important.

  • Hi,

    I had a similar problem. My setup:

    • Settings Menu: Max 5 save slots
    • Save Menu5 slots & Load menu 6 slots: Top save slot showed the Autosave so only 4 available slots
    • Save Menu 6 slots and Load menu 6 slots: Top save slot showed autosave and slot 6 not available

    With a bit of help from AI, I changed the MenuSavesList.cs from

    private int GetOptionID (int _slot)
    {
        if (fixedOption)
        {
            return optionToShow;
        }
        return _slot + offset;
    }
    

    to

    private int GetOptionID (int _slot)
    {
        if (fixedOption)
        {
            return optionToShow;
        }
    
        int saveID = _slot + offset;
    
        if (saveListType == AC_SaveListType.Save)
        {
            saveID++;
        }
    
        return saveID;
    }
    

    I now use:

    • Settings manager max save slots 5
    • Save menu 5 slots with 5 buttons, not touching autosave
    • Load menu 6 slots woth 6 buttons, 1st one is autosave and the other 5 from the save menu.

    Works, but not sure if this is ok. Not sure what will happen when MenuSavesList.cs gets updated.

    Magnus

  • Your issue here sounds a bit different to the original post. In essence, it's that you're looking to hide the autosave from Save menus?

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