Hi Chris,
We’ve successfully implemented Xbox GDK support in our Unity game using a custom XboxSaveFileHandler and XboxOptionsFileHandler, both tied into Adventure Creator.
What’s Working:
• We are using a custom implementation of iSaveFileH…
Hi Chris,
Here’s some updated info. We’ve been doing some in-depth testing on Xbox using a custom save system built around the Xbox GDK’s GameSave API, integrated with AC’s iSaveFileHandler interface.
We’ve confirmed the only references to the…
Hi Chris,
Thanks for the pointer. We've been doing some detailed testing on Xbox using a custom save system built around the Xbox GDK’s GameSave API, integrated with AC's iSaveFileHandler interface.
We’ve verified that the only references to it ar…
Quick update — we’ve now confirmed that both SaveFileHandler and OptionsFileHandler are being registered correctly on Xbox, and both are reading/writing data successfully via the Xbox GameSave system (confirmed via debug logs).
However, even with…
Hi Chris,
Thanks — yes, to clarify:
“But you're saying this same setting is recognised in other platforms?”
Correct — on other platforms (Steam, PS4, PS5), Adventure Creator saving and loading works fine using the same SaveFileHandler override lo…
Hi Chris, let me elaborate further where we are and what are issue is:
Hi Chris,
We’re running into an issue integrating a custom iSaveFileHandler for our Xbox GDK build. We're on Adventure Creator v1.79 and are overriding the save system to work …
Strangely my hotspots do not fade out completely, I adjusted the script and the hotspots all fade out correctly but they are now clumped together again? Any ideas?
using UnityEngine;using System.Collections;using System.Collections.Generic;namespac…
got to here, but it the hotspost still won't turn off:
using UnityEngine;using System.Collections;using System.Collections.Generic;namespace AC{ [System.Serializable] public class FlashHotSpots : MonoBehaviour { public float flashDu…
I have tried to update the script but the hotspot still do not fade out after eth fade duration time:
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Seria…
So it currently does have one on the root but still doesnt work witj this updated code - check out the screenshots of my menu (am copying the speechbubble menu where the text image box resizes to the text):
https://www.dropbox.com/scl/fi/gu13zktone…
I;m now actually using UnityUI for my hotspots but they do not turn off/fade out when the flashhotsposts input is released, any ideas? (sames menu and element names) thanks
Hi Chris, the hotspots just appear in the middle of the screen and not over the hotspot if i put Menu's Position type to Manual. And if not then it still doesn't work.
The full script:
using UnityEngine;using System.Collections;using System.Collec…
Tried this, as below, but still happening:
using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHoldToFlashHotspots : Action…
So to reiterate, whilst the input key is held down to flash the hotspots (they stay on screen until you release the input key) and if you simultaneously move the cursor, the hotspots all clump together in the same position.