Sorry to keep updating here, but I'm super stuck. Now, almost every time there's a scene switch, even on my old build that worked pretty flawlessly beforehand, I get a crash, with the 'NullReferenceException: Object reference not set to an instance …
Hmm... getting a lot of crashes and errors on my old build I've never seen before, not quite sure what to make of it. This happens if I try move my character between two other scenes a couple times fast.
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Using AC 1.82.2. Should I maybe try …
Oof, dunno what I've done. Now even if I switch between the same 2 scenes not even quickly, I get the same crash error:
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I did see the same error about a prob while importing the MainCamera.prefab on project startup.
Yeh. Tried my older build - weirdly, I can trigger the crash consistently even in the old build, so I think it was probably always there, just never discovered.
I tried getting some info from an LLM, says that if scene transitions happens very quic…
Another clue perhaps - I'm trying to use GitHub to prevent disaster, but am fairly certain it'll cause disaster with conflicts etc. and my incorrect use of it. I saw this when pulling from an earlier version:
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The one thing I did change was a suggestion from someone else, making the audio controlled by mixer channels and using snapshots at the start of every scene to set levels... I wonder if that did anything to break things?
Hmm... I see when Cloud Saving is enabled for a game, Steam creates a 'SavesDir' in the local folder when it downloads the game files. I wonder if the question should be more, if I should be telling AC to rather save files in this newly-created Stea…
EDIT: Oop, I shut down Unity AND Steam and restarted Steam first then opened the Unity project - unlocking the Steam achievement from the Unity editor worked. Nice.
Next, going to try figure out how to remove achievements, lol. Would love some ideas…
Hi Chris - thanks. I've added Steamworks to the project, I can see when I run the game in Unity that it says the game is running in my Steam app. And I've added the custom action linked above. However, I can't seem to trigger an unlock achievement i…
Ah, that's awesome, thanks @connygy! :D
As a side, seen quite a few playthroughs on YouTube, about 50 thus far.
I made a playlist:
https://youtube.com/playlist?list=PLsgUCJ6XovW6s8Z5Nqw-fXhwogfqcXWU1
Hey, thanks @connygy , I appreciate the kind words. My next plan for Episode 1 is to launch it on Steam. I've created a 'Coming Soon' page linked below. If I can, hoping to include some humorous Steam Achievements and maybe Cloud Saves.
https://sto…
Hey, thanks so much @connygy ! :) I'd suggest going inside the bathroom and checking behind the door to find something that might help with luring the dog away ;)
I wrote a little post-launch blog:
https://www.mikdog.com/bru-boegie-get-da-milk-…
Hi @ABABAB - hope all well. Just wondering if you ever got Steam Cloud Saves to work in AC, and if so, if you have any tips/suggestions for how to set that up? From my understanding, if Steam can be directed to the location of the actual .save file(…
Hi @TheBear - did you ever get Steam Achievements working, please? I'm hoping to integrate it into my game and wondering what the current best path to doing it is.
Some good news - itch.io featured the game on their homepage, and it's got a bunch of plays, playthrough videos and comments. Very stoked.
One of the playthroughs with commentary, from Gryz:
https://www.youtube.com/watch?v=6_HPZGRZF8g
Hi Chris - sure, per message on 20 March, I trigger the timers in the beginning of the game like this:
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However, perhaps I did something odd by re-triggering the already-running timer in a later scene with an ActionList item I left in durin…
I will mention though I currently can't seem to recreate this error when starting a new game in Unity Editor - the timer seems to save and load correctly with new saved and load games. I'll try find out with further testing where it possibly broke, …
Hi Chris, thanks. Yes, I'm displaying the timers as labels in two locations, once during character dialogue, and later during the credits in an empty NPC's dialogue:
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I linked the timer to a global variable and yes, when I load the saved…