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Author Topic: [SOLVED] Conflict problem between easysave and the animator.  (Read 941 times)

TicTac

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[SOLVED] Conflict problem between easysave and the animator.
« on: November 05, 2021, 06:35:57 PM »
Hello

Having located the problem which does not really correspond to the title before, I redo a post and I erase the old one which brings nothing.

So I have a conflis with the animator and easysave during a build.

The simple explanation because it's weirder than that:

(in-game build)
I am worried that my character is not positioned in the right position after having loaded a save (easysave) in a build. Everything else registers well and loads well.
So why not the position of the character while a cube with the same name and tag works for him.
 7am that I'm on it. (don't want to leave 600 hours of work in the trash ^^)

 When I deactivate the animator in the inspector, the character goes to the right place, otherwise if I activate the animator it returns to the point where it is placed in the scene. (this in an in-game build)

Here is the problem but without animator no animation therefore not possible to remove it.

Anyone have any idea why?

...
The bizarre and incomprehensible version:

In Unity when I play;

- If my character is not in prefabs, it works fine and goes to the saved position before a build and run. After a build, if I run play in Unity then it no longer goes to the save position but where it is positioned in the scene at the base. (in the ingame build either)

- If it is in prefabs then it is fine at the position, after loading a save. (in the build on the other hand no, it does not go)

Isn't that a crazy thing?  :o


« Last Edit: November 05, 2021, 07:29:37 PM by TicTac »

TicTac

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Re: Conflict problem between easysave and the animator.
« Reply #1 on: November 05, 2021, 07:28:18 PM »
So for those who would have the same stupid problem, this is how I got around it, quite simply, because Unity is causing me misery. (7h on this problem to locate it and solve it .. finally do a tinkering)

Put in your load system, at the beginning of your load data chain, the set property of the animator and deactivate it, then at the end of the chain (other state normally) put a wait of 1sec. (see less but to see, 1 sec works)
Not a nextframe otherwise it has no time to position itself and goes directly to the next state, enable.

And then on the state after reactivate it (for me it's the state where I wait to press esc to get the menu)