I have been tasked with converting a project to use a gamepad. As far as i can tell, when you set direct selection and all that, menus should just work? This seems to be... sortof the case, but but the system is not happy in the slightest in the title menu(s) that are adventure-creator sourced. It loses the selection, leaving the player navigationally stranded.
- Unity UI menus work fine, no issues.
- the scenes in question are title scenes, and do not have a character walking around.
- I suspect the issue has to somehow do with the character/gameplay controls stealing the selection? If I set up an on-start Action list with a wait and set the list to 'pause gameplay', it will select an option and behave correctly for the duration of the list... and then promptly lose the selection again.
- Attempting to enable pausing while open and/or the 'works during cutscenes' options did not help.
- no method of forcing selection works outside of the 'pause gameplay' case, be it C# or action list; Selection is instantly lost again.
- Project is presently using legacy unity input. I ran a script to print out the input, and there does not seem to be an errant inputAxis reading as positive when it shouldn't be.
- asset switching to the correct, gamepad settings/menus assets are done before the scenes in question are started.
Any suggestions about what's actually wrong would be amazing.
Comments
Ah-- Unity 2022.3.61f1, adventure creator should be up to date.
I can pull whatever screenshots are desired, but have no freaking clue what might be needed here.
Welcome to the community, @IrisZ.
AC-sourced Menus will be directly-navigable automatically, provided the game is currently in "Pause" mode. This is typically set by the Pauses game? option in a Menu's Properties panel, and is how the default Pauseoperates.
Does your Title menu similarly pause the game? If not, AC needs to be explicitly told that it's "safe" for Menus to be directly-navigable during regular gameplay mode. You can do this with the Engine: Manage systems Action's Direct-nav in-game Menus option.
Thanks!
Ok, so that did help somewhat; it no longer loses selection. However, i cannot navigate between options.
This leads me to want an answer to a really direct question: Do adventure creator menus even support navigation without a virtual cursor, or do I need to use unity UI for cursorless navigation?
(And yes, I realize it is a silly question, but i would like to be very sure!)
Nevermind, got another menu to work. Ill fuss over it. Thanks for the help!
AC menus do support direct-navigation (no cursor), yes. If it's not working, check the game's current "Game state" by enabling the AC Status box from the bottom of the Settings Manager.
If it's set to Cutscene, it'll be blocked by a gameplay-blocking ActionList.