EDIT: Solved. It was not added to the right Database Keep testing....
Hi,
on my previos prototype I finished setting up quite good the saving system for the quests / Savers.
But on my actual alpha project I'm getting some errors with the same settings. I have some issues, one of them is the following:
Once I load the scene and I have player prefabs saved, once the scene loads doesn't load the actual quest and UI where I left and I get the following error: (My Quest Journal is on a GameObject, not the player)
Any ideas?
Quest Machine: Quest Journal Can't find quest Main_Flooded1. Is it registered with Quest Machine?
UnityEngine.Debug:LogError(Object, Object)
PixelCrushers.QuestMachine.QuestListContainer:ApplyData(String) (at Assets/Plugins/Pixel Crushers/Quest Machine/Scripts/Quest MonoBehaviours/Quest List/QuestListContainer.cs:356)
PixelCrushers.QuestMachine.QuestJournal:ApplyData(String) (at Assets/Plugins/Pixel Crushers/Quest Machine/Scripts/Quest MonoBehaviours/Quest List/QuestJournal.cs:128)
PixelCrushers.SaveSystem:ApplySavedGameData(SavedGameData) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:516)
PixelCrushers.<LoadSceneCoroutine>d__89:MoveNext() (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:622)
Quest Save system
Re: Quest Save system
If you have any recommendations to improve the error message, let me know. For example, maybe it would be helpful to include the names of the quest databases that are loaded.
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Re: Quest Save system
Don't worry, that's just a one time error when building the game.
But I give you more feedback on the day by day level design:
When yo copy and paste some gameobject with a saver, it copies the same save key than the other one, so the loading system doesn't work. This is prone to errors when you are level designing on the editor
I think we could solve this modifying one option on the "Assign Unique Keys" by creating NEW keys in ALL the savers.
Another option is creating the key in real time (for instance I think is necessary for enemies you are spawning... not sure about this last thing)
But I give you more feedback on the day by day level design:
When yo copy and paste some gameobject with a saver, it copies the same save key than the other one, so the loading system doesn't work. This is prone to errors when you are level designing on the editor
I think we could solve this modifying one option on the "Assign Unique Keys" by creating NEW keys in ALL the savers.
Another option is creating the key in real time (for instance I think is necessary for enemies you are spawning... not sure about this last thing)
Re: Quest Save system
We don't want to change keys that a designer may have set to a specific value on purpose.GorkaGames wrote: ↑Fri Feb 22, 2019 8:36 amWhen yo copy and paste some gameobject with a saver, it copies the same save key than the other one, so the loading system doesn't work. This is prone to errors when you are level designing on the editor
I think we could solve this modifying one option on the "Assign Unique Keys" by creating NEW keys in ALL the savers.
Instead, I'll make it so "Assign Unique Keys" checks all keys in the scene. If there are duplicates, it will make each one unique. (Currently, it only assigns keys to savers whose keys are blank.)
If spawned enemies have a SpawnedObject component, they are saved separately by the SpawnedObjectManager.
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- Posts: 178
- Joined: Fri Sep 21, 2018 8:38 pm
Re: Quest Save system
Instead, I'll make it so "Assign Unique Keys" checks all keys in the scene. If there are duplicates, it will make each one unique. (Currently, it only assigns keys to savers whose keys are blank.)
Thats a good idea.....
Thats a good idea.....