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…
Hi Chris,
I'm currently integrating Adventure Creator v1.79.3 with a custom save system for Xbox using the Microsoft GDK. My goal is to ensure save slot labels (e.g. "Jungle\n24/06/2025 17:30") persist across sessions — not just in-memory…
Hi Chris,
Thanks for the clarification earlier.
v1.79.3
Unity 2022.3.51.f1
Following your suggestion, we tested the setup where the first scene is still a non-AC scene, but this time we disabled all Xbox service initialization in that scene. The …
Hi Chris,
Following your advice, I tested loading straight into the Credits scene (which is the first AC scene in the build) — however, on Xbox, this results in a black screen. There are no menus, no camera movement, and no UI. It works perfectly i…
Thanks, Chris.
I’ve already implemented a custom iSaveFileHandler, and GetDefaultSaveLabel(int saveID) is overridden to return a custom label using scene name and timestamp. I also assign the label directly to saveFile.label during Save() and aga…
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…