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Can a Unity Ui Prefab Menu have a higher priority than an AC Menu?

Hi everyone.
So I just remade my Hotspot menu in Unity Ui using TextMeshPro, and really got the result that I was going for, but - when the new Unity Ui Hotspot Menu is placed under the Inventory Menu (which is an AC Menu) in Menu Manager, then the inventory item's hotspot label appears behind the inventory menu when hovering over the said item. When I try and place the Hotspot Menu above the Inventory Menu, it just doesn't show at all when I hover over an item? It seems to me like AC Menus just have a higher priority over Unity Menus, and when trying to force that priority (i.e. moving a Unity menu above an AC one in the Menu Manager), it just breaks?

https://ibb.co/rQKkPDH

Comments

  • I ran into this issue a while ago too. A menu with the Source field set to Adventure Creator is drawn using Unity's OnGUI system, which is always the very last one to be drawn in the render sequence. Sadly, I don't think there's anything you can do other than converting your inventory menu into a Unity UI one.

  • I see... Thanks Rairun.

  • edited March 2021

    For this reason, it's best generally practice to be consistent with your sources, i.e. all AC or all Unity UI.

    I recommend using the AC option for rapid-prototyping, and then Unity UI for final design.

    The stacking order of Menus in the Menu Manager only affects the drawing order of AC menus, but will affect the "processing" order of all Menus. Your Hotspot menu, which reacts to other menus, should always be at the bottom of the stack.

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