I tried replacing the entire script and fixing the errors. But so many errors came up that I feel like I'm breaking more than I'm fixing. I will send you the script in a private message, if you would like to take a look at the changes I made.
Hi. So I downloaded the newest AC version to a new project and looked through the scripts.
Like I said before, updating AC to the newest version will surely break my entire game, so I did the following:
* I replaced iSaveFileHandler with the new v…
The output of my Debug.Log is "loadedData: ". And it appears before "loading data succeeded". I tried creating another string to debug the loaded data and it seems that it is loading correctly. Its values just doesn't get returne…
So while working on this I ran into another problem. As I said earlier, Xbox's save containers are created by name. And I thought I could use saveFile.name in the
iSaveFileHandler Save method. I'm using the Action Save New Game in my main menu to s…
I can specify where the data is saved by a name. I can use the saveId to specify which save slot it is as a suffix. But in the end it's the name. So I can I use the save file name. So with the Load function, I'm using that name to retrieve the data …
What methods of the iSaveHandler are required for any console? Are all necessary and I need to find the corresponding ways to implement the console API?
In what script is that code run? Or do you mean I need to run it myself to switch SaveFileHandler? I imagine I would need to do that too if I want to switch to a custom save system. Is that right?
Thanks for the response!
* I'm not using the package available on the Downloads page. I'm using a custom action that calls the main camera's SetGameCamera() and sets the new cinemachine camera's priority. Installing the package would require rework…
What about the manus that aren't working? I have some menus to appear with an input key. But they stop appearing as soon as I remove the previous scene. Is there some line of code I should run to "reset" the menus or something?
The menu shows correctly but is not interactable. It's a Unity UI menu. I think it's because my InputManager prefab is being deleted with the old scene. So the Event System disappears. I tried having it not destroy on load. That seemed to work in th…
That worked!! thanks!!
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I tried using UnityEngine.SceneManagement.SceneManager.LoadSceneAsync() directly on my script without using AC's AddSubScene(). It seems the scene got added as SubScene anyway. Can I do this without breaking anything?…
I tried changing this line in SceneInfo's Open() to LoadSceneAsync. Are there any downsides to this?
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I don't have it enabled. I have every scene with its own player. But the player is different in every scene because I need them …