Ok. Some of my problems were related to not knowing in deep the changes needed in some last updates around my version (like saving as index instead of slot). I'll try using Allow Empty slots...
Ok, important update about the behaviour... Withour reordering by recent time, If I check any (or both, save and load) lists with "Allow empty slots", the saves don't get shuffle and they coincide with the list from the Save Manager, but t…
That worked perfectly. Now I'll see what is happening with the order issue. Even in "order savelists by update time" is disordering older saves. I'll take a deep look and if needed open a thread.
With that code, I got the "[SaveSlot] GetSlotIndex returned invalid index"); debug line. (looking at all the debug, Correctly retrieves the UI linked button without me telling me where to get it, so AC knows what button is looking at, but …
... Or just the saves not getting disordered, a thing that I don't know why it happens. the AC option order by recent works correctly, but then again, with my old method to retrive the save file, it gives me an incorrect saveID just manually checkin…
My old code was just using GetSlotIndex(intslot), on a hover script on Load Buttons and send that to get with that SaveFile saveFile = savesList.GetSaveFile(save slot);
Because back then the UI slot 7 was always the Save 7.... same as the Autosave …
Has that way of Getting the real SaveID from an UnityUI savelist Menu doesn't work anylonger? A year ago I coded a system to get preview info from save slots, but after I updated to 1.82.5 and saves get disorered (or can get ordered by recent), I ca…
1) That line there was already uncommented.
2) Second line was also uncommented. Commenting first line makes no difference. Leaving first one uncommented and second commented makes no difference.
3)Not tried yet, but are your asking to testing with…
Surpringsily, No, removing the custom label logic Does not update the labels with new dates either. (On Overwrite). Keeps creating new saves with correct date correctly
I tried and put that to "custom label". No change. Is still saving with Time and Data (or only Data if changed) when new game.... Keeping old name if overwritten.
I guess that discards the variable not being changed in time.
Just brainst…
But suddenly (I guess because the update from 1.81.5 to 1.81.7), when naming saves, save names are not recorded. (I've been using the years old tutorial for the custom names, that just happened with this update)
What the non serialization of those elements is exactly doing? Maybe the non serialization makes them not saveable or something?
Right now all debug lines are pointing me to the instances on scene in all cases (quite handy debug line also).
I've b…
1)yes, the menu is displayed at the time the elements are hidden (They're not hidden (if we're talking about sprite renderers disabled), the game objects are disabled, to be specific)
2)It happens in any case.
It may be worse than I originally thou…
Ok.... So no. Not always that is invisible at start works. For some reason that works on some elements and others not.
With an element that was not found being invisible at start (while others they did), I made the the following change and tested:
…
Seeing that you made some fixes on menus, I updated Adventure Creator to Last Update (1.81.7), (just to check), added your suggested fix again, and the number of time of lost references on runtime have diminished even with Visibility hidden at start…
The problem is so strange. I, for other reasons, was checking what was the TextMeshPro text children of a graphic element linked Ui element on a menu (just checking what was written on it). I dind't thought the bug will affect the menu but... I gue…
No at runtime, in editor.
Sooner or later I have to fix the problem because I need to keep adding menus without that bug to show additional information, so if sending a recreable little project is the only way I guess I'll have to do it. BTW, I'm g…
Well, to be more precise, some of those menus that were bugged when I started the thread, never got bugged again after some constant ID reassigns and restarting unity until they got to a state where became stable and never lose references again. Tha…
Well, I've checked that fix and isn't working. For example, I start the game, I check all the menus working well, when the game changes scene and I check again some menu, suddenly references are lost there.
The first reason why in the first moment …