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Save Sytem spawnpoint issue

Posted: Thu Aug 11, 2022 5:37 pm
by jons@huesgfx.com
Greetings.

I am using dialogue system and am currently setting up the save system on the following config:

unity 2020 LTS
build for android
VRIF player controller (for VR)
Eval dialogue system



Setting up the save system on the VRIF player and trying to do scene transitions with a scene portal. The scene will swap out and the debug console shows that things are working, but the player does not enter ont he Spawn point, but instead styarts ont where the XR player rig is int he scene.


Setup is: scene 1 and 2

Save system is setup on a game object in scene 1

Save_system (gameobject)

Save System (default settings)
Json Data Sterilizer
PlayerPerf Save Game Data Storer
Player Perf key base: Saver


XR rigs in both scenes have
Tag: Player
ACTIVE SAVER
KEY SET TO: SAVE



I used this system with RFPS and seem to remember there was some quirk to getting this working, but it was almost two years back and I forget what the majic was.

I also have "save game on" scene portal, but it doesn't look like its saving a game

Re: Save Sytem spawnpoint issue

Posted: Thu Aug 11, 2022 9:10 pm
by Tony Li
Hi,

Add a PositionSaver component to your XR Rig. Set a unique key such as "playerPosition". Tick "Use Player Spawnpoint".

What are you trying to do with scene portals and saves?

I believe the SaveSystemPrefabs package on the Dialogue System Extras page has a checkpoint save prefab, as well as other prefabs such as a scene portal, and a preconfigured SaveSystem GameObject with screen fades and intermediate loading screen.

Re: Save Sytem spawnpoint issue

Posted: Fri Aug 12, 2022 2:29 pm
by jons@huesgfx.com
Ho Tony! You are the man! The position saver did the trick. Now scene portals are working great and spawning into the correct spawnpoints.

Next up: linking the save system to the menu (seems real straight forward) then figuring out inventory system and saving weapons along through the scenes. VRIF seems to have these out-of-box "snap points" that can be used to save weapons and Items. I think I may have to write some variables and code for that , so I may have some future questions for ya.


Cheers mate!

Re: Save Sytem spawnpoint issue

Posted: Fri Aug 12, 2022 3:29 pm
by Tony Li
You may need to write a custom saver: How To: Custom Saver.

The easiest way to link to a menu is using the SaveSystemMethods component. Add one to your "save game" UI Button, and configure the Button's OnClick() to call SaveSystemMethods.SaveToSlot. Add another to your "load game" UI Button, and configure OnClick() to call SaveSystemMethods.LoadFromSlot. Alternatively, you can call SaveSystem C# methods directly, or use the free Menu Framework addon available on the Dialogue System Extras page. Others have adapted it to VR in the past. It's plain Unity UI, so it's mostly just a matter of changing the canvas to world space or screen space - camera.

Re: Save Sytem spawnpoint issue

Posted: Sun Aug 25, 2024 6:25 pm
by jons@huesgfx.com
So I have a bunch of this all running great, but still ahveing some issues with inventory moving across scene changes.


Do you have any advice on an inventory system or technique that would work well with VR/ VRIF and the Dialogue System?

Cheers mate.

Re: Save Sytem spawnpoint issue

Posted: Sun Aug 25, 2024 7:21 pm
by Tony Li
Hi,

You could look into More Mountains' Inventory Engine or Opsive's Ultimate Inventory System. They both have Dialogue System integration.