No worries at all!! I really appreciate the help!
The Unity editor just crashes. It happens immediately after the load command is reached. Nothing is logged to the console.
I do have a few variables that are saved in Fungus parallel to the ink saves, but it’s limited. I’m using checkpoint saves, and at the beginning of each knot, I send a message to Fungus flowcharts that should set the background/sprites/etc. I’ve used the gateway’s saving in a previous game (with Unity 2022.3) and loading all the visuals via Fungus saves and that worked fine.
In testing I’ve done since my initial message, I’ve realized that the issue may be caused by a change I made to the Narrate function in the Narrative Director. (I did not have these changes in my last project.)
I changed the first if condition in the Narrate function to a while loop that gathers all the lines so that they’re printed together.
string allText = "";
SayDialog sayDialogTemp = sayDialog;
while (story.canContinue || loading)
{
foreach (Flag flag in flags.Values)
{
flag.Reset();
}
if (!loading)
{
story.Continue();
if (beforeFirstSync)
{
SyncAllVariablesToFungus();
beforeFirstSync = false;
}
}
string line = story.currentText;
if (line != "" && line != "\n")
{
allText += line.TrimStart();
allText += "\n";
}
Log(LogLevel.Narrative, "»" + line);
ProcessTags(story.currentTags);
}
I then send allText to the sayDialogToUse. (I’m not using characters, only narration.)
Would you have any ideas about why this might be messing up the loading or whether there’s just no way to get the loading to work with Narrate set up this way?
No rush in replying! Thank you so much for your help!!