Handling of Scene Changes with Save/Load
Posted: Wed Feb 12, 2025 11:01 am
I'm trying to determine how the Save file tracks which scene the player is on save. I'm using UCC/UIS/Quest Machine/Pixel Crushers Save as master saver with UIS/UCC save integrations. My setup is a Master Scene with Player/UI/Common components and then additively loaded scenes for game levels. I'm running the following test scenario:
1. Start game and automatically load Level 01 (works)
2. Travel to Level 02 using PlayMaker Pixel Crusher calls (unload additive Level 01/load additive Level 02) (works)
3. Save Game (works)
4. Travel to Level 01 using PlayMaker Pixel Crusher calls (unload additive Level 02/load additive Level 01) (works)
5. Load game (fails in that I remain in Level 01 when I had saved in Level 02)
Is there additional setup or coding that I need to do so that the Pixel Crusher save knows which scene I was in when I saved?
(BTW, the integration you built with all the Opsive stuff is great. I've tested all of it in single scenes and it works great and is easy to setup.)
1. Start game and automatically load Level 01 (works)
2. Travel to Level 02 using PlayMaker Pixel Crusher calls (unload additive Level 01/load additive Level 02) (works)
3. Save Game (works)
4. Travel to Level 01 using PlayMaker Pixel Crusher calls (unload additive Level 02/load additive Level 01) (works)
5. Load game (fails in that I remain in Level 01 when I had saved in Level 02)
Is there additional setup or coding that I need to do so that the Pixel Crusher save knows which scene I was in when I saved?
(BTW, the integration you built with all the Opsive stuff is great. I've tested all of it in single scenes and it works great and is easy to setup.)