When limitHorizontal is set, then the position is determined by the background constraint. The position in that direction needs to be zero'd, while the un-constrained axis should be unaffected.
If this is all from one load request, it's not clear why you're getting three lines like this.
I'm not sure I'll be able to understand why without seeing the project for myself.
If you can PM me a .zip of the project, along with instructions on ho…
That looks like the last line in the Console - is that not the 3rd instance of the line?
If you replace the message with:
Debug.Log ("on level was loaded", this);
Then clicking the instances of the line in the Console will "ping&qu…
Thanks for the details.
When applying save-game data to the Menu system, only data for Menus that exist in the save-data will be affected.
If you create a save file, and then update your UI by adding a new Menu or Element, then those additions won…
This may be similar to what you've corrected already, but here's a replacement for the GameCamera2D's ForceRecordOriginalPosition function:
public void ForceRecordOriginalPosition (){ if (!haveSetOriginalPosition && backgroundConstraint …
It is, thank you.
It looks like the SaveSystem operation is being run twice. Can you check that you don't have multiple copies of this component in your scene, or on the GameEngine / PersistentEngine prefabs?
What's the stacktrace of the second &…
Place your Graphic element inside a Menu that's set to display at all times, e.g, with an Appear type of Manual or During Gameplay.
If the portrait doesn't animate, you can set the Graphic element's Graphic type to Normal and just assign the textur…
Oddly, your custom script function "Load1Multi" is the last to be displayed - whereas it should be first, if that's what's causing the game to be loaded.
Are all the messages appearing as a result of loading the save, i.e. did you clear t…
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Could well be, though I'll need to recreate the original issue to confirm.
It sounds like you're using a Background Constraint to restrict the camera's movement - is this the case?
Please share your AC/Unity versions, as well as the full I…
If the Element's visibility is reverting to its state at the time the save was recorded, then it's working as intended: Menu and Element visibility states are recorded in save-game files.
If you wanted to avoid this, you either:
* Un-link it from …
The loadingGame variable is used to determine the condition under which a scene-change takes place. It should have been set to LoadingGame.InNewScene on line 538.
There are three such lines where the loadingGame variable is set: 538, 544 and 1764.…
If you're using Timeline for the sequence, and the Trail is on a separate GameObject, you could try using Unity's Activation Track to enable it only while the sequence plays.
Welcome to the community, @soeren.
To understand your setup, are you using the same Nolan character as the integration's demo scene, and are you relying on Direct or Point And Click movement?
Check that the AC Motion ability is not active during t…
The ReturnToGameplay function is what calls the OnLoad cutscene to be run - see the line:
KickStarter.sceneSettings.OnLoad ();
Use logs to try to find out if it's being run, or why not.