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Pause Menu Buttons

Hi folks,

My Pause Menu buttons have stopped responding to key presses. They still highlight, and they also still "flash" when they are pressed - however, they no longer go to the relevant menu, such as Options or save/load. I also cannot use the Resume game button. I think it may be because I deleted the visible in-game menu (bottom-left corner of screen in demos) from the menu manager - I'm guessing I should have just disabled/hidden it instead.

How can I get the functionality back into my menu buttons?

*As an aside, my inventory items are selected using submit (return) instead of interactionA - how can I get it to use interactionA instead?


Comments

  • Deleting the InGame menu should not have such an effect - it simply provides another way to access Pause (the other being hitting the "Menu" input key).

    I'm assuming your using Unity UI-based Menus here.  UI menus rely on an EventManager gameobject for their control - AC will create a default one but you can prefab your own and assign it in your Menu Manager for AC to use instead.  This will allow you to specify the Input button it responds to.

    What input method have you chosen in your Settings Manager?
  • It used to work before the recent update btw.

    Anyway, yes, I am using Unity UI menus. In my settings manager my Input Method is Keyboard or Controller, with the appear type of the menus to "on input key." Also of note, the menu still works in that it's being opened & closed by menu key (esc), so that works fine, I just can't use any of the options in the menu. It's just strange that the buttons still flash when the key is pressed, so the inputs are obviously registering. One tiny step is missing I think...

  • Sounds like the pause menu buttons have become unlinked.

    Drag the menu prefab into the scene, and then in the AC menu click on the puase, and look at the bottom (where it says all the buttons etc). Are these empty? If so, drag the buttons from the scene into the slots.
  • edited March 2016
    Which inputs cause the flashing?  You mean navigation is working via the up/down keys?

    Edit: I second @klarax's advice re: checking the links.  v1.51 introduced the ability to opt between mouse clicks vs "pointer down" events triggering a button, though this shouldn't affect keyboard-controlled UIs.  Check your button's Reponds to setting in the Menu Manager.
  • Ok, it's still not working. Following your advice, here's what I did:

    Dragged the PauseUI prefab into the scene, and reassigned all the buttons to the relevant "linked button" fields of the Menu Manager's Pause elements. Dragged the ui canvas back into my project's UI folder, replacing the old one. Dragged this prefab to the Linked canvas and it's Panel to the RectTransform boundary. Tested it out - doesn't work. Is there anything you notice I'm doing wrong in these steps?

    @ChrisIceBox:I have tried both Pointer click and Pointer down options. 

  • If linking the buttons generated new ID numbers (it shouldn't have though) you will need to click "Apply" on the root gameobject to update the prefab.

    Going back a few steps, are you trying to trigger the buttons with Submit input?  Is this Menu modified from the default provided one?  Try switching back to the Demo_MenuManager asset and see if that also gives the same response.
  • According to the Event System the buttons use submit, yes, and the menu hasn't been altered in any way. If I switch back to the Demo Menu Manager, will this effect the Inventory I made in any way? I doubt it since Inventory has it's own manager, but I'd rather check first to be safe. 
  • edited March 2016

    Well I tested it anyway, and there is no problem with the demo Menu Manager - it even doesn't have that issue with the cursor being able to highlight the buttons, like in my unity ui version. I also noticed in the demo version that my InteractionA (e) was used to trigger buttons, rather than submit (return). 

    Still can't get mine to work though. Perhaps some setting I'm missing. In the Menu Manager, my Resume button for example says none, but it does have a recorded constant ID number - I'm guessing this is correct though, as there is no button in the scene since AC generates it when we play, the same as Inventory. Also the Pause Menu doesn't appear if I go into the Game Window, but it does with the Demo Manager menu, as per the tutorial.

  • The suggestion to switch back to Demo_MenuManager was just temporary, to see if there is an issue with your own.  And there's no problems with when switching the Demo_MenuManager's Pause menu Source to Unity Ui Prefab?

    If all's fine with that asset, it sounds like there is indeed some setting or such wrong in your own.  You might want to consider just copying the Pause Menu from Demo_MenuManager and replacing your own with it.
  • No problem with Demo manager when switched to Unity UI either. I guess the menu buttons have become unlinked as @klarax suggested. I'll copy the Pause Menu from the Demo Manager then for now - maybe the solution will present itself eventually, thanks for the help and happy Easter.
  • dont forget to click apply, so any changes to the menu in editor applies to the prefab ;)
  • Ok, it's now working, with some small changes:

    Pause, Save & Load Menus are Adventure Creator.

    Every other Menu is working fine as Unity UI (some I haven't tested yet, such as containers and dialogue). I'm happy with that - as long as it doesn't cause any problems down the road with Adventure Creator - Unity Ui Menu incompatibilities or something. 


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