My game has the default set of menus that are created when you run the new game wizard. However, they are not working. They only appear when I select "except when paused", and do not appear in the editor when "preview in game window" is checked. If, for example, I set the pause menu to "on input key", when I hit escape a "SetupPauseMenu" object appears in the object hierachy, but nothing happens besides that.
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Are your Menus relying on Unity UI or Adventure Creator as their source? The preview option only works for Adventure Creator menus, while in a scene that's been set up using the Scene Manager. Previewing Unity UI menus is a case of opening up the linked Canvas prefab, listed at the bottom of the Menu's properties.
The SetupPauseMenu issue you describe sounds like an older issue that has since been fixed. What is your AC version?
The menus are Adventure Creator menus. I have updated Adventure Creator to 1.81.4 but still get the SetupPauseMenu issue.
You'll need to re-run the New Game Wizard after the update to fix the issue.
Thanks, that fixed the SetupPauseMenu issue, and I realised that the reason I wasn't seeing the preview was because I was looking at the scene window and not the game window.
Apologies, that didn't fix the SetupPauseMenu issue, but I discovered that it only happens if either a)Transition Type is set to None or b) Appear Type is set to "On Input Key" instead of "Manual" (I didn't test the other Appear Type options).
What are the properties of the SetupPauseMenu asset (make sure to select the right one, you can find it assigned as the Pause menu's "ActionList when turn on" field)?
Try altering the When running and/or Unfreeze 'pause' Menus? options.
Never mind the above - I have recreated the issue. Thanks for your patience, I will look into this.
That fixes the transition type issue (though pressing Escape only creates the setuppausemenu object, I have to press Escape again for the menu to appear) but not the appear type issue.
The issue will be fixed as part of the next update. In the meantime, set a small (but non-zero) transition time.
For the appear-type issue, the Menu is turned via an Active Input (defined in the Active Inputs editor, available in the top toolbar). This is how it reacts to the Escape input even when its Appear type is set to Manual. If you have an issue while the transition is non-zero, describe the exact behaviour and settings that have been changed.
The only setting I have changed is selecting On Input Key instead of Manual, and setting the toggle key to Menu.
You'd need to disable the Active Input in that case, as that serves the same purpose. What is the exact behaviour you then face?
Now it works, thanks.