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Crafting Menu ActionList on Turn On

edited October 2 in Technical Q&A

Screenshot-2025-10-02-210132
Hi
I got a problem and it is strange for me.
in my very first seen called IntroCorridorProgress i needed to show some instruction, for example "Hit X to access crafting menu" shows up as sprite in the scene. then i expect the user to Press x. if the user presses X button then The Crafting box opens and the Sprite fades away.
It works. also if i just open any scene in Unity Game mode and play i can easily turn Crafting menu on/off by pressing X key.
But if i play the IntroProgressScene and continue to the following scene( the best example is when i want to test a Build) the crafting works in the IntroCorridorPreogress, but if i open it in anyother scene,The crafting menu can be turned on, GamePlay stops, i hear LevelMusic but i can not do anything else including menus ,movement, excewpt i can Switch to another app or Desktop and get back so the Crafting box is turned off and i can continue playing, except i can not reallt use it at all, when i open it , even my mouse does not move any more and impossible to turn it off.
I also Checked the Pause Game since i need it. but not this Level.
It was all right in 3 years i am working on this Project , but i think the ActionList i used for the IntroScene can be the problem and i might not understand it well so i used it in a wrong way.

Comments

  • What are the ActionList's properties?

    Enable the AC Status box at the bottom of the Settings Manager - what does it display at the time this occurs?

  • edited October 3

    Screenshot-2025-10-03-114654
    Even my Cursor does not move. i hear Level Music but all other things stop and i must just alt-tab and switch back and forth to see Crafting ui is gone.

  • What are the ActionList's properties, and what are your AC/Unity verions?

    Does the issue persist if you temporarily clear the ActionList from the "ActionList when turn on" field?

  • My unity version right now is the Latest update 6.2.6f2 dx11
    AC 1.84.3
    But i just changed my crafting UI canvas Fullscreen and it seems the problem is solved. i am going to test a build and see if the issue was related to that canvas or not.

  • edited October 4

    oh no. No change. i just also switched to AC Crafting menu but it also does the same, it even stops in the middle of fading in.
    I just understood that when i uncheck Pause game, then it works well. But i think for some reason i do not remember at the moment, i need to have crafting menu pause the game.
    I still do not know if that scene check on Menu Turn on is right by itself or it is not the right way to handle that?
    thanks

  • I now see that for calling in a menu ui Like Inventory or crafting i must press corresponding key many times, like 20+ times to have it show up. only the first press is acting right. i press , menu shows , i press menu fades away. after that i must just keep pressing the key and one of the time it shows up, and i press 100 times it goes away.
    It was all good.
    I just added 2 Tags and 2 layers to one of my last Game-scenes just to handle a puzzle logic out of AC which then triggers some AC action lists. this puzzle works with raycast, in fact a laser and reflection puzzle.
    And also added that Crafting menu on Start action list just to make my gameplay info part working.

    could it be the problem? maybe my raycast code?

    I really did nothing special in last months to recall and investigate how all these changed.

  • I'm not clear on your mention of raycast code. Is custom scripting invovled?

    How is the corresponding key linked to the Menu? By setting its Appear type to On Input Key, or via Active Inputs?

    Are you using Input System or Input Manager for Input handling?

    Sounds like it'd be best to strip away everything else until it works again, and then bring things back one-by-one to see which one is contributing.

    That is: temporarily clear the "ActionList when turn on" field, and disable the custom code and see if it then works again.

  • Thanks . i will investigate as much as i can and gather info and screen shots or screen record according to these questions and come back if not solved.
    Have done some of what you mentioned, like clearing the action list on turn on , but did not made any change.
    I tried alot to use new input system and downloaded and installed integration code, and after i have done it , i updated AC a couple of times and installed a puzzle asset which ruined all my set inputs once -still struggling to fix it.
    but this crafting menu issue happend in last week and exactlz after i was happy i could finish my laser puzzle.
    thanks alot.

  • Hi again
    I’m running AC 1.84.3 in a 3D direct,keyboard and mouse and started having strange input and UI issues recently.
    They began shortly after adding two custom scripts (LaserShooterRaycast.cs and StoneThrower.cs, both using AC variables and ActionLists), g and got worse after updating Unity a few nights ago. I ve also added a small code to the crouching script just to update a Global var Crouching/standing.

    Here’s what’s happening in last 4 days:

    Menus (Inventory / Crafting) no longer respond properly — I often have to press Q 10–30 times before they open or close. but most of the time first time i press q crafting opens and when i press again it closes but after that i must just check my chance pressing many times.

    When “Pause game when enabled” is checked, crafting menu flicker rapidly (open/close loop).

    If I uncheck it, gameplay resumes but player movement becomes slow-motion./ sometimes/ sometimes not! it means some times i run the game mode it happens and sometimes does not happen.

    Opening Inventory sometimes auto-pauses the whole game even when “Pause game when enabled” is off.

    i found one scene that when i run it, it starts on pause, with Unity pause button instantly turned greyed/active. so i muss press again to unpause it. then when i hover upon a Gem in Gem inventory it pauses. But i have done nothing as much as i now.

    Occasionally the crouch state stays stuck, i press C to crouch, the player goes to cruch but comes back to standing,so i must press crouch many times so one of these times it stays crouching.

    Console also shows some errors including:

    Look rotation viewing vector is zero

    and

    TerrainCollider: MeshCollider is not supported on terrain

    -I didn’t reimport AC after the Unity update
    -I got 2 Deprecated Alarams but dismissed, One was "jetbrains" which i do not use, the other was "Path Creator" which i use for moving some Cameras and i disabled the bezier rotation and addressed rotation to be driven from AC camera Spin/Target.
    I just enabled the Input System integration by clicking the Apply button, to remove some new warnings in console:

    Input Action 'ToggleCursor' not found
    etc.
    the later i have done just An hour ago and it helped to some extent correcting some strange behaviors.i noticed at some point even the keyboard buttons did not work any more,so i again installed input sys integration.

    Let me remind you that

    Everything worked fine before these recent changes i have mentioned above. i think i have observed the game every day.
    The first signs of crafting not working properly happened after i successfully could apply two scripts for laser/raycast and Stone spawner/thrower.

    I can send a video screen recording or screen shots or the whole project if you could kindly check.

    Any suggestions would really help.
    Thanks for your time/ sorry for long text. I tried to summarize it really.

  • adding this before you check,sorry.
    i was just investigating the recent crouch issue right now:

    since i noticed when pressing C to crouch, Console shows this warning:

    “Cannot determine if character 'Tanha' is grounded – consider adding a Capsule Collider.”
    eventhough once in a while i can toggle the crouch state but most other times it instantly gets back to standing and i see the reason in this warning.

    But my player prefab already has two capsule colliders and both in their proper slot in crouch script inspector. and... everything worked perfectly until a few hours ago. i am sure. atleast i am 100% sure 2 days ago all things were just fine.

    because of this
    I went to check player-prefab since i knew the colliders are there, but i saw the Inspector text turned grey like the background and became almost unresponsive — every time I click an element it turned grey and invisible.

    Do you know what might cause this sudden issue and is it related to menus issue? or Unity update?

    maybe i should also add that some weeks ago i changed the size of crouch Box collider. but that was feeling a correct revision and worked fine for determining where the player can or can not stand from the crouch state.

    so sorry for too long a problem description.

  • One more update, i Built the game, just to test. i built with Crafting menu .pause game unchecked, eventhough i want it to pause the game when player wants to craft.
    I could play couple of scenes with exactly no problem, every thing smooth and normal. i also had some issues in unity like i needed to click 10 times on a hotspot to make the interaction run, but in the built it was smooth as before/normal.
    So it was the update. then i reopened unity to check the game in editor once again it was messed up as described above.

  • So you're saying that it works in builds, but not the Editor?

    And also that these issues occured only after adding custom scripts?

    What were the scripts?

  • HI
    After enabling disabling all My scripts :D and digging all the yards and terrains to find the answer, I noticed why i have 4 inputactions and yeah ,that was a missmatch.I think the thrill is gone. sorry if i took your time. btw the problems was i tried couple of times to install New input system, i had different .inputactions files , and some times lately in the process , i missmatched them In AC Inspector and Unity Project Settings. so i removed all and made a new one and made C#class. i hope it is the right way to do it.now even in editor i feel ok, Also if i check pause game when Crafting UI loads, it does it as healthy as AC always have been doing. so yes. thanks.

    I still see some scenes which Pause instantly in Unity and some i can not even Unpause since they quickly pause again. I am investigating. :D

  • Sorry Chris!
    I wish you didnt see this posts or still i wish you have not read all my updates since right now all is back to AC quality excellence.

    it was the third day i had this problems. Trying to find the problems i noticed some strange inspector behavior like no text in inspectors even in Game Engine Prefab components where i saw blank components! no text! like serialized or public field labels where all blank of background color!!! scary for me!

    so in the end I reimported AC and removed all logs, temp and library. then compiled a clean project(hopefuly)and

    now i can again see the game as it should be.

    SOLVED!

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