Maybe the save menu didn't want to work because in the other re-activated menu I had just 5 slots enabled, but in the settings I had still set 6 slots for the savegame menu with screenshots.
This is the only idea I have, and if it was just that, th…
I'll try. A small update meanwhile:
I just created a WebGL Build from the fresh test project with the wizard sample scene and the original Wizard settings - only thing I changed there was enabling to show the time in addition to the date.
Saving in…
My Timezone is GMT+2 (CEST)
Uh, Unity ... that link doesn't work for Unity 6 yet, as it seems. I'll check this later.
With a fresh project this doesn't seem to happen, on a first quick look in the Wizard created game + the demo 2D scene. Can I cop…
This is interesting. The original Save/Load menus were locked (maybe on installation of the Screenshot Menu Variant?). But setting them to not be locked on game start doesn't help.
EDIT: Oh my ... there was a blank in front of the name of that Menu…
Update, since I can't edit my last entry:
The same happens in the windows build. The saves are created with a wrong time (but correct date). When I save on the same slot again, the time doesn't update anymore either.
I doubt that I have access to …
Hmmm. I have deleted my profile and created new saves. Now the manually created saves show weird timestamps as well. The day is correct for them, but they show 20:14 instead of 22:14, as if I am in another timezone. Even in the save manager it's the…
I hadn't checked the save file manager to be honest. I am talking about the Menu the player sees ingame - using that Save/Load Menu with Screenshots UI from your downloads.
Now that you mention the manager: In the manager the date is displayed corr…
No, it doesn't seem to be affected by that. It's just that I like to have my projects as error free as possible to not overlook "real"/problematic errors that would be visible in the build.
And of course it is a better user experience for…
Maybe this helps? https://discussions.unity.com/t/avoiding-you-getting-insane-because-of-invalid-guilayout-state-errors/916205
not sure which script would need to be touched in this case though.
I have just checked it. I added an autosave action to another scene and overwrite the auto save which was created on gamestart.
To answer your question: No, the date doesn't update correctly. It still keeps the date I mentioned above. The saved gam…
I finally found time to check this again. There did nothing go wrong with the Actionlist/it wasn't a technical problem or bug of AC, but a human issue. I forgot that I created individual actions for those items on this hotspot and overlooked that th…
There's one thing that confuses me a bit: The rendered texture has much more contrast than the actual screen (and even the render texture preview).
But I guess I'll have to find out where this effect comes from myself. It's just a note to myself (o…
I've added the Screenshot camera, created the render texture asset and assigned it in the camera, as well as in the AC settings.
Creating the screenshot with the autosave worked without lag, but:
With this screenshot camera enabled (as parent or c…
I'll try this (later), thank you.
I just wanted to add another information for now:
I am working with a 4k screen. Players of my game said they didn't notice a lag. They have smaller (fullhd) screens. So this can be a reason as well.
I'll have to …
You are so helpful, Chris, thank you!
I find this Analyzer rather counter intuitive as well. But in the Hierarchy I think I have now found something quite interesting:
https://imgur.com/a/VIMivXf
I haven't implemented a save, but maybe this happens…
The largest ms value I see is on "CloudWorker". I don't know if this helps. Those spikes seem to be mostly in "Scripts" and "Others" if I read the graph correctly, but I'm not sure.
https://imgur.com/a/WqZfy7j
With Deep Profile enabled, the spike is even heavier (shot shows GPU Spike, but it's the same for the CPU one ... frame/step later):
https://imgur.com/a/fpjTvZc
btw, I have compress save files + save on different thread enabled, but even if I turn …
Hm, this is interesting. Yes, I am using Unity UI.
But even if I lock off both the Inventory and the Spells Inventory on game start, I get that spike with more than 600ms for CPU and then GPU as well.
So I guess ... those spells and inventory menus …