I am trying to have an enlarged screenshot of a clicked save/load slot in a separate menu where you confirm "Do you really want to Load/overwrite this game?"
I tried to recreate the steps described here by Kakyouin (last post from May 202…
It looks exactly the same at runtime. I used the updated script (there is a missing ; after the "return" for anyone else who reads this), but the console shows no error messages.
Maybe I set the cam incorrectly/deleted wrong components? H…
Thank you, it works!
I just have one more question. I would like the brightness to influence UI as well. Specifically, I have a Unity UI prefab-based "menu" whose only purpose is to act as a background to the main menu. it is called MainB…
I tried that before. When I change to what you suggest, the overwritten saves are saved consecutively from the first slot onwards into every unoccupied slot instead of the specific clicked slot.
The global variable changes correctly, but the consol…
I am still experiencing issues. For example, when I save on positions 2, 13, and 15 (in that order), I can overwrite only 13 and 15, and when I click 2, it saves on position 13 instead. The same, however, happens when I click the same slots in a dif…
I'm sorry to reopen this old topic, but I am trying to implement the Brightness option into AC Options Menu, and none of the above works for me.
I am trying to follow the AC Tutorial "Adding a Screen Res Option" combined with this YT Tuto…
The change in the code fixed the empty slot issue. I unchecked Save when click on? and added the AL back again with the Save: Check - Is Slot Empty.
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All seems to work properly now! The saves are saved in the selected position, and the ove…
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Correct.
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They don't. No matter what slot I click, the saves get saved continuously from the first slot onward. Overwriting a specific slot does work, however.
In console, the saves are getting numbers starting from 1 onward. When ov…
I think I didn't explain it properly. The timeline function you talk about seems to be more for cutscenes, but I am looking for common gameplay usage. For picking up items and otherwise interacting with the environment.
I have an Item object on the…
Even if I wanted to use an NPC? I will have some just objects hovering around in the background, thought it would have been easier to make them NPCs (perhaps even using skeletal animation) with prescribed paths to move around the background, rather …
I plan to have an animated background in the Main Menu - either using a video or animating some object to hover over it. So, I am unsure if this can be achieved within a menu without using a scene. I think copying the Save File would be a better/sim…
Should i attach this script to something? I assume that probably not, since it seems to be running on its own, unfortunately also giving me this this error:
CopyAutosave.cs(95,56): error CS0246: The type or namespace name 'List<>' could not b…
A little update on the Texture '' has dimensions (...) which are not multiples of 4. Compress will not work. UnityEngine.StackTraceUtility:ExtractStackTrace ()
This happens when I try to implement 4. The MainMenu scene has a different resolution th…
I think the best, safest, and most elegant solution would be 1). Right now, the game is saved the moment you click the Menu button in the in-game inventory before the scene switches to the Menu scene, so there should be no problem.
2) Seems overly …