It's a progress, but it seems to be locking the cursor at the center of the screen, while I need it to stay on the hotspot I interacted with in order to keep the menu opened. Is it doable?
Sorry, I probably wasn't much clear in what I've already tried: I set Directly navigate Menus when pause from script at startup and that is working as expected. I've also set the game to pause when some menus are turned on and this too is working as…
AC version: 1.73.6
Unity Version: 2020.3.16
I opened the editor this morning to see the camera settings in the setting manager and retried and the issue automagically fixed itself.
Still, if it can be of any help: It only happens on editor while b…
I found the issue. I don't understand why no one else seems to have had this problem, but apparently the line responsible for the crash was actually inside the OnEnable() method in SaveSystem.cs:
if (string.IsNullOrEmpty (persistentDataPath)){ p…
Sad Update: It seems I was wrong. The game started because I prevented the game from loading the first AC scene. Here's the code in the initial scene:
public class Initializer : MonoBehaviour{ [SerializeField] private bool _loadScene; [Ser…
UPDATE: I forgot to remove the piece of code overriding the file handler and it seems to be working just fine now! I'll test it a bit more, but it seems we found the point it was breaking at.
Thanks for the help!
I still get the error. It happens at the very startup of the game, when the "Made with Unity" screen comes up, which I'm not sure happens before my first scene is loaded or if both are loaded at the same time. Point is, it happens as soon …
Yes, in editor all save data are correctly saved in PlayerPrefs.
The Component I put on the Persistent Engine is the following:
public class SaveSystemHandler : MonoBehavior{ private void Awake() { SaveSystem.SaveFileHandler = new Sav…
The type or namespace name 'VideoPlayerData' could not be found (are you missing a using directive or an assembly reference?) is the error I get. I don't use the video player as for now, thus I cannot confirm if it works as intended on Switch. But I…
Thanks for the answer, Chris!
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Yes, in the end I've ended up setting the main texture to null and it seems to be working pretty fine.
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That was my first attempt, but it messed everything up whenever I examined or used an object, sinc…