@GIL

I'm on a very old version of ORK 2 (stuck on 2.17.0 unfortunately). Got a couple of players that are experiencing equipment disappearing between saves. I've gone through the before and after save files they sent. I don't see anything out whack that would cause the issue.
I've double-checked the equipment settings to make sure there wasn't some oddball requirement I forgot to remove that caused the equipment to unequip. I looked at the files and the slots were empty in the "bad" saved game file.

Something I found interesting, if I added the equipment entry from the good file to the bad file, the item doesn't show. If I change the item id to something else (equippable in the slot), that item does show when I load up the game.

I'm baffled. Would you be willing to take a look at the two saved game files and see if the bad file might be corrupted in some way?

The game is Legendary Journeys. I'm hoping to finally leave early access on Steam in Feb! This is the last of the real nasty bugs that I'm trying to eliminate before then.

Thanks
  • I'm pretty sure that's one of multiple bugs that has been already fixed in later udpates.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Ouch. Hmm, I'll need to figure this one out, then.
    I could try to upgrade to the last version of ORK2. That is a very scary thought on how much will break :D
  • Don't forget to make a backup of your project before updating.
    Also, I'd recommend to check out the release notes of all newer versions (starting here) for any 'breaking' changes. Any changes are usually updated automatically, but some things can't be handled that way, and they're mentioned above the individual changes in a colored box to get your attention :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • I'm going to go through the process on a backed up version the project to figure out what needs to be done.
    This is not going to be fun
  • keyboardcowboy said: This is not going to be fun
    Yeah ... I can imagine that. There have been over 2 years of updates between ORK 2.17 and the latest version.
    Most things should be updated automatically though, just open and save the editor once after the update to do that.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • I went through all of the change logs for ORK2. Didn't see anything specific to my issue; but, I just might be looking for specific wording and you said it differently in the notes. Crossing my figures this upgrade solves the problem :)
    I see the latest version of ORK2 supports Unity 2021. Might even try to bring unity up to 2021 (I like it over 2017). Figure if I'm going through the pain - go all in!
  • There was a change to Unity's prefab system in 2019 versions, so watch out for stuff maybe breaking.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Thanks for the reminder. I'm using 2021 on another project so aware of the new prefabs.
  • Well, got through initial phase.
    I can laod one of my saved games and play a bit

    The biggest issue I have, starting a new game does not spawn the player prefab. Scene loads, sounds are playing and the music. Any ideas what to look for?
  • Any errors or warnings in the Unity console?
    My first guess would be something's up with the prefab due to the changes in Unity. Make sure the prefab is still selected for the combatant and it's actually working :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Yeah, I was thinking that might be the issue. May need to rebuild the player prefab (not a big deal).

    Another issue I keep running into - fixed it once somehow - essentially, my project doesn't completely load. Missing armors, weapons, combatants, etc. ORK throws this stack trace


    NullReferenceException: Object reference not set to an instance of an object
    ORKFramework.BaseLanguageData.GetName () (at <c456c4fb13864e36b368d2003527f04a>:0)
    ORKFramework.BaseLanguageSettings`1[T].GetNames (System.Boolean addIndex) (at <c456c4fb13864e36b368d2003527f04a>:0)
    ORKFramework.Editor.ORKEditorTab.ShowList (ORKFramework.BaseSettings settings) (at <51a3856e64d44a408df4de4d02c6619f>:0)
    ORKFramework.Editor.StatusTypesTab.ShowTab () (at <51a3856e64d44a408df4de4d02c6619f>:0)
    ORKFramework.Editor.ORKEditorSection.ShowTab () (at <51a3856e64d44a408df4de4d02c6619f>:0)
    ORKFramework.Editor.ORKEditorWindow.OnGUI () (at <51a3856e64d44a408df4de4d02c6619f>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at <434908727417408abd02bbd1a0835ef8>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at <434908727417408abd02bbd1a0835ef8>:0)
    UnityEditor.DockArea.OldOnGUI () (at <434908727417408abd02bbd1a0835ef8>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    Rethrow as ImmediateModeException
    UnityEngine.UIElements.UIR.RenderChain.Render () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.Panel.UpdateForRepaint () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <e95189d6f30b400684230df4b35c0389>:0)


    and, this one (seems related)

    NullReferenceException: Object reference not set to an instance of an object
    ORKFramework.Editor.ProjectSaveHandler.SaveData (ORKFramework.Editor.ORKEditorWindow window) (at <51a3856e64d44a408df4de4d02c6619f>:0)
    ORKFramework.Editor.ProjectSaveHandler.ShowGUI (ORKFramework.Editor.ORKEditorWindow window) (at <51a3856e64d44a408df4de4d02c6619f>:0)
    ORKFramework.Editor.ORKEditorWindow.OnGUI () (at <51a3856e64d44a408df4de4d02c6619f>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at <434908727417408abd02bbd1a0835ef8>:0)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at <434908727417408abd02bbd1a0835ef8>:0)
    UnityEditor.DockArea.OldOnGUI () (at <434908727417408abd02bbd1a0835ef8>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <7f21349c9161407ba80a85ddaed7fabb>:0)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <e95189d6f30b400684230df4b35c0389>:0)


    I restore from project backup within the ORK editor. Can't seem to get my full project reloaded.
  • edited January 29
    I think I figured out what is going on. Disregard that last message :)

    EDIT: Nevermind. Lost the game data again after a reboot.

    What is the proper procedure for this after an upgrade like this?
    I still have my backups in the old project and can move over (haven't made any changes in the upgraded version).
    Post edited by keyboardcowboy on
  • Hm, after importing the new version, first check if the project asset still has it's script refererence - i.e. the inspector shouldn't show any missing script reference or similar issues.
    Otherwise, maybe go through all data in the editor, just open the sections/sub-sections one by one and browse through the data lists (page up/down keys can be used to quickly browse through them by holding it). Save afterwards.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • edited February 1
    No missing script reference message.

    After the initial upgrade, the editor opens fine and all of my data is intact. I pressed the SAVE SETTINGS button.

    If I close Unity down and re-open my project, that's when I get the error messages I posted earlier. The GAME tab is the first one that throws the errors.

    If I replace the ORKProject file (the bad the one) with my good copy, all the data is in the editor again. I did notice the project file jumped from 45087KB to 64415KB when I save after the load if that makes any difference. I can send both project files if that helps any.
    Post edited by keyboardcowboy on
  • As said via email - sure, send me the not yet upgraded project file and I'll give it a spin :)
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Sign In or Register to comment.