Still no luck after changing the key. When i save through the Demo Menu, it picks up the key into slot 1 - if i save through the button which is pointing to slot 2, no player position data still.
I'm thinking i must have some code in my scene that's setting the player back to its starting position. But, it's odd that when i save and load through the Demo Menu, it works perfectly?
DEMO MENU
Code: Select all
Save1: {
"m_sceneName": "IntroLevelOne",
"m_list": [
{
"key": "Dialogue Manager",
"sceneIndex": -1,
"data": "Variable={Alert=\"\", HasTalkedNPC=false, HasTalkedActor3=false, CellAmount=0, [\"BlueGenerator1.1\"]=false, [\"BlueGenerator1.2\"]=false, InteractionGuide=false, MeleeGuide=false, SpringGuide=false, ShootingGuide=false, GameSaved=false, Actor=\"\", Conversant=\"\", ActorIndex=\"\", ConversantIndex=\"\"}; Actor={Player={Name=\"Player\", Pictures=\"[]\", Description=\"\", IsPlayer=true}, Ally={Name=\"Ally\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, NPC={Name=\"NPC\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, Charger={Name=\"Charger\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, ExclamationMarkOne={Name=\"ExclamationMarkOne\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, ExclamationMarkTwo={Name=\"ExclamationMarkTwo\", Pictures=\"[]\", Description=\"\", IsPlayer=false}}; StatusTable = \"\"; RelationshipTable = \"\"; "
},
{
"key": "ActivationButton (1)",
"sceneIndex": -1,
"data": "1"
},
{
"key": "ActivationButton",
"sceneIndex": -1,
"data": "1"
},
{
"key": "playerPosition",
"sceneIndex": -1,
"data": "{\n \"scene\": 0,\n \"position\": {\n \"x\": -64.79705810546875,\n \"y\": -4.186966896057129,\n \"z\": 0.0\n },\n \"rotation\": {\n \"x\": 0.0,\n \"y\": -1.0,\n \"z\": 0.0,\n \"w\": 4.371138828673793e-8\n }\n}"
}
]
}
UnityEngine.Debug:Log (object)
PixelCrushers.PlayerPrefsSavedGameDataStorerEditor:OnDrawElement (UnityEngine.Rect,int,bool,bool) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Editor/Save System/PlayerPrefsSavedGameDataStorerEditor.cs:81)
UnityEditorInternal.ReorderableList:DoListElements (UnityEngine.Rect,UnityEngine.Rect)
UnityEditorInternal.ReorderableList:DoLayoutList ()
PixelCrushers.PlayerPrefsSavedGameDataStorerEditor:DrawSavedGameList () (at Assets/Plugins/Pixel Crushers/Common/Scripts/Editor/Save System/PlayerPrefsSavedGameDataStorerEditor.cs:53)
PixelCrushers.PlayerPrefsSavedGameDataStorerEditor:OnInspectorGUI () (at Assets/Plugins/Pixel Crushers/Common/Scripts/Editor/Save System/PlayerPrefsSavedGameDataStorerEditor.cs:48)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
BUTTON
Code: Select all
Save2: {
"m_sceneName": "IntroLevelOne",
"m_list": [
{
"key": "Dialogue Manager",
"sceneIndex": -1,
"data": "Variable={Alert=\"\", HasTalkedNPC=false, HasTalkedActor3=false, CellAmount=0, [\"BlueGenerator1.1\"]=false, [\"BlueGenerator1.2\"]=false, InteractionGuide=false, MeleeGuide=false, SpringGuide=false, ShootingGuide=false, GameSaved=false, Actor=\"\", Conversant=\"\", ActorIndex=\"\", ConversantIndex=\"\"}; Actor={Player={Name=\"Player\", Pictures=\"[]\", Description=\"\", IsPlayer=true}, Ally={Name=\"Ally\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, NPC={Name=\"NPC\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, Charger={Name=\"Charger\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, ExclamationMarkOne={Name=\"ExclamationMarkOne\", Pictures=\"[]\", Description=\"\", IsPlayer=false}, ExclamationMarkTwo={Name=\"ExclamationMarkTwo\", Pictures=\"[]\", Description=\"\", IsPlayer=false}}; StatusTable = \"\"; RelationshipTable = \"\"; "
},
{
"key": "ActivationButton (1)",
"sceneIndex": -1,
"data": "0"
},
{
"key": "ActivationButton",
"sceneIndex": -1,
"data": "1"
}
]
}
UnityEngine.Debug:Log (object)
PixelCrushers.PlayerPrefsSavedGameDataStorerEditor:OnDrawElement (UnityEngine.Rect,int,bool,bool) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Editor/Save System/PlayerPrefsSavedGameDataStorerEditor.cs:81)
UnityEditorInternal.ReorderableList:DoListElements (UnityEngine.Rect,UnityEngine.Rect)
UnityEditorInternal.ReorderableList:DoLayoutList ()
PixelCrushers.PlayerPrefsSavedGameDataStorerEditor:DrawSavedGameList () (at Assets/Plugins/Pixel Crushers/Common/Scripts/Editor/Save System/PlayerPrefsSavedGameDataStorerEditor.cs:53)
PixelCrushers.PlayerPrefsSavedGameDataStorerEditor:OnInspectorGUI () (at Assets/Plugins/Pixel Crushers/Common/Scripts/Editor/Save System/PlayerPrefsSavedGameDataStorerEditor.cs:48)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)