Install prehub savpoint in 3D RPG quickstart. (add BoxCollider+SavePoint)
I have a save that is working.
When I load a saved file, sometimes it works and sometimes the Game screen is dark.
If the game screen is dark, the TopDownBorderCamera checkbox in the MainCamera is unchecked.
If it works, the TopDownBorderCamera checkbox in MainCamera is checked.
What is the problem?
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Save Point Component>Start Settings
Trigger Enter screen is dark occurs
Interact no problem
Trigger Exit no problem
If this happens, there is no error, but
Makinom Handler is in the following state
player Control Blocked true
Camera Control Blocked true
On another matter, if I repeat the following in Savepoint, I get an error when I repeat the following actions
SAVE→LOAD→SAVE→LOAD→
ArgumentException: An item with the same key has already been added. Key: 6973afa5-8894-4f20-806b-f5842d2ea263
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <7ec8e29954a6455daa48484a381ec418>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <7ec8e29954a6455daa48484a381ec418>:0)
GamingIsLove.Makinom.DataObject.Set (System.String key, System.Single value) (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.ORKFramework.ORKGameHandler.SaveGame () (at <54861ea135fe40f483ede6f31ef162f3>:0)
GamingIsLove.ORKFramework.ORKSaveGameHandler.AddSaveData (System.String& fileInfo, System.String& fileDescription, GamingIsLove.Makinom.DataObject data) (at <54861ea135fe40f483ede6f31ef162f3>:0)
GamingIsLove.Makinom.SaveGameHandler.GetSaveData () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.SaveGameHandler.Save (System.Int32 index) (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.UI.SaveGameControl.ShowSaving (System.Int32 index) (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.UI.SaveGameControl.BoxClosed (GamingIsLove.Makinom.UI.IUIBox origin) (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.Components.UIBoxComponent.DoClosed () (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.Closed () (at :0)
GamingIsLove.Makinom.UI.UIStateChange.Use (GamingIsLove.Makinom.BaseWaitForAnim waitForAnim, GamingIsLove.Makinom.Notify callback, System.Boolean wait) (at :0)
GamingIsLove.Makinom.Components.UIBoxComponent.DoClose () (at :0)
GamingIsLove.Makinom.Schematics.Schematic.EndSetup () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.Schematics.Schematic.EndSchematic () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.Schematics.Schematic.NodeFinished (System.Int32 next) (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.Schematics.Schematic.Tick () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.MachineHandler+MachineUpdate.Tick () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.Maki.FireTick () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
GamingIsLove.Makinom.MakinomHandler.Update () (at <996ca35e83f140d18d4f2476ad91bad3>:0)
Based on the error, the only way this could happen is if you have multiple currencies that have the same GUID, which shouldn't be possible as the editor would prevent this when creating new currency setups - though could happen if you e.g. copy the currency data asset in Unity.
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