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…
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