The documentation says to place it in Awake()?
It seems to be because the entire contents of the SaveFileHandler_SystemFile file are wrapped in #if !SAVE_IN_PLAYERPREFS so I can't add the script to the PersistentEngine unless I comment those out be…
To add: Using "SaveSystem.SaveFileHandler = new SaveFileHandler_SystemFile();" also completely breaks the PersistentEngine and makes all scripts attached, including AC's default scripts, come up with errors after a restart of Unity.
Yes, I have an initialising script attached to the main camera on the menu screen which does the job perfectly. It's just a case of trying to blend Xbox's save/load code with AC's because ideally I'd still like to keep the timing of those autosaves …
Yes, the Connected Storage is Microsoft's Cloud; that's where it would be getting saved and loaded from.
Basically when the gamer autosaves I'm wanting it to send the save data to the Connected Storage/Cloud. And when the player resumes I'm wanting…
I'm still confused. How are autosaves handled? I imagine AC is doing this behind the scenes, so how and where are these calls to autosave made?
If I'm using a custom script then why is AC still autosaving in the background? I do want it to autosave…
Does the iSaveFileHandler script become unused altogether? I'm just confused why we need to state "new SaveFileHandler" if it's not still linked to the new SaveFileHandler.cs file in any way. Do we still use the SaveFileHandler.cs save/loa…
Thanks Chris. Yeah, it's just little me on this project - I can't afford to pay a developer so it's all down to me. I see it as a learning curve.
Thanks for your help, it's cleared something up :)
Thanks Chris.
What I'm struggling with is which scripts do I actually have to edit? Do I just edit the SaveFileHandler_PlayerPrefs script and not touch SaveSystem or iSaveFileHandler scripts? And if so do I just modify the SaveFileHandler_PlayerPre…
Hi Chris - so it would literally be dataToSave?
data[BLOB_NAME] = System.Text.Encoding.Unicode.GetBytes(dataToSave);
I'm sorry, I'm not sure what the parameters for dataToSave actually are.
Thanks, Chris. I'm getting there. Now, in my custom script, which saved 'keys' do I use to send to the cloud?
This link: https://github.com/rkhadder/XboxLiveConnectedStorageSample gives the general idea of how it works.
I've set the xbox user vari…
AC 1.75.7, it's a Unity UI menu. It's set to either Auto-select first element via the Menu settings or called via an actionlist.
Movement is point and click via keyboard and controller. I'm using the Xbox One controller to test.
Thanks Chris, but I'm not sure the SaveList menu will work for me in this case as the menu that the game is loaded from simply runs an actionlist that loads up the autosave when the 'Resume' button is clicked.