Hey All,
I’m running into an issue with the Load menu. I’ve set up an ActionList that fades out and plays an SFX when the game is loaded. However, the ActionList is also triggered when I click on an empty slot.
Is there a way to prevent the ActionList from running when the selected load slot is empty?
P.S. I want to keep "Allow empty slots" option ticked.
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If the "Slot index" parameter was set to -1 when clicking an empty slot, you read it with ActionList: Check parameter to ignore the rest of the Actions.
I don't believe this is currently the case, but at first glance it likely should be. I'll see about implementing this in the next update - thanks for raising the issue.
Update: Actually, you can get around this already.
You can use the Save: Check Action's "Is Slot Empty" method, using the Integer parameter in your ActionList, to check if the currently-clicked slot has a save file or not.
Thank you very much, Chris. Using Save: Check has solved the issue. However, I’ve run into a small problem related to the SAVE menu after enabling Allow empty slots. The first slot always shows the title Autosave even though autosave is NOT enabled anywhere in the scene. I checked in other scenes and in the game build, but the issue persists. Do you have any idea how to fix this?
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The Save file with an ID of 0 is reserved for the Autosave slot. If you're using Unity UI, I supposed you could move its linked Button off-screen so that only 1+ are visible.
I tried this solution, but it isn’t stable. It works at first, but after a while I start getting this error: Could not load game: file with ID -1 does not exist. Somehow, saving and loading became unstable when I enabled 'Allow empty slots.' So, I disabled it since it’s not that important.