* Thanks a lot for that. :smile:
* Wow, the Unity Object option totally slipped my attention...no issue with anything else but my eyesight here. :smiley:
* AudioSource.PlayOneShot() actually doesn't cancel clips already being played, see https://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html. I'll send you the code via PM.
* Yes, I wanted to play different tracks via different Mixer Gr…
Had a very similar issue...and I discovered it was because of how AC performs "Hide menu element" action on inventory boxes. If "When slot is empty" is set to "Clear content" it will still display empty menu slots even …
You got a bug into my head about reproducing this and I think I got it. :)
From my observation if a variable is used in action list asset that is used as On start cutscene in a scene, the reference doesn't get reported.
I don't know how to reproduce this reliably, I just noticed that sometimes not all references get reported - I tried it now in our real project with a variable where I remember there was a problem. I got one reference in action list placed in a scen…
Ok, I'll definitely give that a try, thank you.
So far my solution via code edit (see my previous comment - added InitAfterLoad() right before line 514) seems to work and I didn't see anything that looks problematic in InitAfterLoad() - shall I be w…
I tried my luck with debugger and found this bug in SaveSystem.cs:
When loading to a scene different than the current one (which is always the case in my example) then in ReturnMainData () on line 503 the if condition becomes true. This results in a…
Ok, sent the project.
Thanks for pointing me to the save manager. I see now that regardless of whether it's autosave or I save manually, the global variables still keep their initial values in the save when viewed via Save File manager.
Interestlin…