Hi I have unity version 6000
I have separate action list for each action defined. Also for AutoSave.
The action lists are executed using Trigger and interaction in scene.
When I execute AutoSave action list manually, it works. But when I execute it from interaction it does not.
Here is the interaction which is triggered:
Than there is configurable action list to move player between areas in the scenes:
As you can see here 8 action after checking parameter is AutoSave.
The AutoSaveAction looks like this ( I've added some debugging loop in there and it's ending in loop off cannot save )
I don't see any action there which is set to block gameplay, so I don't understand why it's not working.
Where the problem might be and why it's in state that it's not possible to save.
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When auto-saving, the game must not be in Cutscene mode. AC will make an exception for the ActionList that contains the Save: Sae or load Action, but not for others that may be running at the same time.
Your AutoSave ActionList is triggered from a separate ActionList: Run Action that has Wait until finish? checked - meaning the parent list will still be running during this time. If this list has its When running property set to Block Gameplay, then the game will be in Cutscene mode and saving will not be possible.
To avoid this, you'll need to move the ActionList: Run command to the very end of the list, and uncheck Wait until finish?.
What if I want to save the game before all the actions are executed, when there is autosave checked ?
The intention was.
If you click on the door to move to another room, the game get's autosaved before executing movement and switch.
how do I achieve that ? As I don't want to save the game in other room but in current and with current player location. IS there any possible way to force the save, or to force stop anything in background and save ? Or no
The main thing to look out for is not having multiple ActionLists running at the same time.
You can have your Door interaction begin with a Save: Save or load Action to handle the autosave before any other logic. You can run additional lists in parallel once the save has occured.
Be aware, however, that it is not possible to save the state of a gameplay-blocking ActionList. If you save at the start of the Interaction - i.e. before the scene-change - then loading this save will return the Player to the original scene during gameplay. They would need to click on the door again to return there.