Forum rules - please read before posting.

Remember moveable: inconsistencies when loading across scenes

Hi Chris,

Bit of a strange one for you...

I have two scenes in my project: main menu and game. In my game scene, I have a number of moveable objects - drawers, cupboards, doors, etc. - that the player can manipulate. All of the moveables have the Remember Moveable script attached to them.

Here's what happens: 
- At runtime, when the players load a savegame from the Main Menu scene, which involves changing the scene (although that's all done automatically; I use a near-vanilla implementation of AC's system), any moveable is reset to its initial position upon loading (i.e.: it doesn't remember its position).
- However, if I load the savegame while I'm already in the Game scene, then the moveables return to their correct, saved, position.
- But if a moveable has "set starting position" disabled, then it does return to its saved position upon loading from another scene. But...
- The drag track type changes this behaviour. If loading from another scene, hinge-based moveables (like doors), even if "set starting position" disabled", do not return to their saved position. Again, if the player loads a savegame while in the same scene, hinge-type moveables return to their saved states correctly. Straight track-based moveables seem to be unaffected by this particular oddity; I'm unsure of the curved track as I don't currently use it.

So, to summarise:
Loading from same scene: all moveables with all track types work as expected, regardless of their "set starting position enabled setting". This is the desired behaviour.
Loading from another scene: Anything with "set starting position enabled" doesn't load properly; and moveables with hinge tracks don't load properly regardless of their "set starting position" setting.

As you can imagine, I thought I was going insane while testing my game, but I tested this behaviour in the AC physics demo scene (I created an empty AC-enabled scene to load from) and it's consistent with what happens in my game.

Any ideas? Thankfully none of this stuff is game-breaking in my case, but I'd certainly like to have a consistent experience for players.

Comments

  • Thanks for the clear and detailed explanation.  I will try to recreate it using the Physics Demo, as you've stated.  Expect a fix for v1.50.
  • Brilliant, thanks as always Chris.
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.