I want to disable the entire hotspot on Player when he enters the trigger, I have tried running the action list outside of the trigger and the hotspot is still active, tried disabling change interaction too and it doesn't work. Any tips?
Screensh…
And this will still work with a prefab generated player? By opening the in scene action list, opening player prefab and dropping in the hotspot to a hotspot disable action? Currently it is not disabling it.
Hi, yes in relation to Double Clicking option, so my hotspot does use a single click interface, I have a trapdoor that when locked, is 'use' interaction enabled, and when unlocked is just 'exit' enabled. Is it so therefore, that I should have two ho…
and my xboxsavehandler:
#if UNITY_GDKusing System;using System.Collections;using System.Collections.Generic;using System.Text;using UnityEngine;using Unity.XGamingRuntime;using AC;namespace WoolleyMountain{ public class XboxSaveFileHandler : iSa…
this is my xboxoptionshandler:
#if UNITY_GDK using System; using System.Collections.Generic; using System.Text; using UnityEngine; using AC; using HR = Unity.XGamingRuntime.HR; namespace WoolleyMountain { public c…
AC Menu Type
Unity Version: 2022.3.51f1
I am asking ai to help me write more concise responses, rather than my haphazard replys. We had this working months back, then I had to switch to PS5 to fix a bug and do an update. Then I switched back and ha…
Hi Chris,
We’re running into an issue with options not persisting on Xbox using a custom iOptionsFileHandler implementation in Adventure Creator v1.79.3. We’re integrating with the Xbox GDK GameSave API, which loads options data asynchronously from…
Hi Chris,
Thanks again for continuing to look into this with us.
You're right to suggest placing a Debug.Log inside MultiSceneChecker.Awake() — that’s a good next step, and we’ll test that specifically to see if it gets called on Xbox. Since stand…
Thanks Chris — that’s super helpful.
Just to clarify, the LoadOptionsAsync method I mentioned was part of our own custom implementation using Xbox Game Save. But I now realize that because Options.LoadPrefs() is triggered early via KickStarter.Init…
Hi Chris,
We’ve followed your advice and updated the Options.OptionsFileHandler fallback logic to return our custom Xbox handler by default on GDK builds. We also assign it manually via script at runtime just to be safe. Saving works (logs confirm …
Hi, please check out video here, I think we did something to a script to make inventory items recognise Player, but in this instance I need the hotspot to over ride Player
https://www.dropbox.com/scl/fi/xm9a7xm433hx9fjzz2311/HotspotOrder.mov?rlkey=…
I have an issue with this whereby when dragging an inventory object on to the workbench hotspot, if the player is behind it, the players hotspot over rules the workbench hotspot - anything I can do to fix this just for this hotspot?
Hi Chris,
Thanks for the clarification — very helpful.
We’ve confirmed that our custom iOptionsFileHandler (XboxOptionsFileHandler) is being used to save both options data and save slot label metadata. Our logs confirm that the save process is…
Hi Chris,
Thanks again for your help earlier — we’ve made progress, but I wanted to follow up on a couple of areas we’re still stuck on regarding save labels and options persistence using custom handlers in AC 1.79.3.
Current Issues
* Save Labels …
Hi Chris,
Just wanted to share a final update with where we’ve landed:
We’ve now got the Xbox save system fully working using our custom XboxSaveFileHandler, built around Xbox GDK’s GameSave API, and integrated with Adventure Creator v1.79.3.
Wha…