There's 1 "MissingReferenceException: The object of type 'RememberSound' has been destroyed but you are still trying to access it."
The Sound objects have the component added, but turned off. Could that be the reason?
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 …