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Unity UI menu turns off when using Escape to close Pause menu sub-menu

edited September 2021 in Technical Q&A

Hello AC community!

For my game, AC 1.74.2, and Unity 2021.1.22f1 are being used! Also, all of the menus are in Unity UI.

Ran across something regarding menus:
A separate Unity UI Menu (set of drop-down menus used in the current scene with a "cross-reference" style puzzle) turns off / disappears, after pressing the "Escape" key to close the "Save", "Load", or "Settings" sub-menus which returns back to the "Pause" screen.

A video best shows this:
https://www.youtube.com/watch?v=0fF8qanM8hk
The two "Interactions" at 7 sec. and 9 sec. are "Escape" key presses. The Escape key press at 7 sec. causes the drop-down menu to turn off.

Have tried several things to narrow down what turns off the drop-down "cross-reference" menu, though haven't found it yet. The Actionlist that runs when the "Escape" key is pressed is "DeselectInventory".
Though that "DeselectInventory" Actionlist also runs when clicking the "BACK" button (which has a Click Type set to "Turn Off Menu" in the Inspector), and clicking the "BACK" button does not close the drop-down "cross-reference" menu.

Here's an image of the Inspector for the "Save" menu in the Menu Manager, and its "BACK" button in the Menu Manager:
https://imgur.com/a/fP7rd9Z

Any one else run into this, and have any thoughts?
Any ideas would be very much appreciated!

Comments

  • What is the Appear type property of your Pause menu?

    A menu set to On Input Key, and pauses the game, will crossfade when turned on if. That is, it will turn off all other menus so that it is the only one visible.

    There are two ways to control your puzzle menu's display:

    1. Change your puzzle menu's Appear type to e.g. During Gameplay, and then control its visibility by locking and unlocking it. It will still turn off when Pause is turned on, but will turn back on again once gameplay resumes if unlocked.
    2. Set your Pause menu's Appear type to Manual, and instead rely on Active Inputs to have it turn on/off via an ActionList when the Escape key is pressed.

    The second approach offers you exact control over what menus are affected and when, and is what I'd recommend if you're looking to keep your puzzle menu visible at the same time as Pause.

  • edited September 2021

    The Appear type of the Pause menu is On Input Key.

    What's interesting is that when the Pause menu is first turned on (using "Escape") it doesn't turn off the drop-down Unity UI menu -- instead it only turns the drop-down menu off when a sub-menu ("Save", "Load", etc.) is the current menu, and is turned off using "Escape" (as shown in video above).
    Guess that's basically the same thing as turning the Pause menu on again, though.

    In any case, the only thing I can think of that's different when closing the sub-menus with "Escape" is that there's an Actionlist that runs in the "ActionList when turn off" field (note: the bottom two Actions run in this particular scene's case):
    https://imgur.com/a/0UyG2nB

    The second approach offers you exact control over what menus are affected and when, and is what I'd recommend if you're looking to keep your puzzle menu visible at the same time as Pause.

    Yes, it'd be best to keep the puzzle menu visible at the same time as the Pause menu, as the Pause menu is semi-transparent.

    Have been looking further into Active Inputs, and will continue looking further, if there isn't another solution.

    Thank you for the assistance.

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