I'll need to do some deeper testing across the game to make sure everything is working before committing the change, but that appears to have done the trick!
Thank you so much for your help, Chris - sincerely appreciated! :)
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This is the project's AC version history: 1.63.2 -> 1.69.5 -> 1.76.0
The scene in question goes all the way back to the beginning, so it's been through all the upgrades, AC and Unity. Started on Unity 2018.1.5 and made incremental upg…
Thanks for the explanation and technical detail, that's very helpful to understand. The main reason I ran across this was when searching for references before deleting old files and was confused to find some very old ones in certain scenes.
One add…
Yay, that looks to have fixed it! Thank you very much for the troubleshooting help @ChrisIceBox, I sincerely appreciate the level of support you have for AC and the developers using it - it really makes a difference. I hope you have a fantastic rest…
A bit more info, if I load from the same scene I'm loading in to (in Scene_A and loading a save file created in Scene_A), it works fine and reports this:
Run PlaySceneAudio, in scene: Pub, Loading state: InSameScene UnityEngine.Debug:Log(Object) AC…
Huh, that actually produces an error when loading. Here's where I put the debug print, just to be clear:
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It was printing to the console just fine for the the first steps in the repro. Here's the error when loading:
MissingReferenceExcepti…
Oh, weird, the image was working last night - sorry about that!
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Hmm, perhaps it's another setting specific to our project that's causing that to happen... Is there a way to track down what caused an ActionList Starter to trigger? Or some …
Wow, thanks for the fast and detailed answer, @ChrisIceBox.
Creating a SaveableData/Prefabs folder with a placeholder looks to have resolved the errors we were seeing.
I'm still a bit puzzled as to how this was causing an issue as the entire FMOD …