Hi all,
My game seems to be working OK, I can save and my inventory items save correctly, and scene objects have remember components automatically assigned via AC Game Editor. It seems everything works, I can use items as expected in the game. I click an item from the inventory tray at the top, then click another item in the scene to interact, no problems.
But, after opening the default menu, and then clicking 'Resume' from the menu, I can no longer interact with inventory items. If I click them, they briefly (a flicker) pop out as if they are selected, but then just go straight back in the inventory tray again. They will not let me select them.
I've not changed the menus in any way (intentionally), it is the default AC menu.
I'm using AC 1.81.5 and Unity 2022.3.23f1
Hopefully something simple that I'm overlooking. Thanks in advance!
Mike
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What is your Inventory menu's "Appear type" set to, and what are the full contents of the AC Status box at this time?
The Status box can be enabled from the bottom of the Settings Manager - it'll show up in the Game window at runtime when enabled.
Hi @ChrisIceBox
My Inventory menu 'appear type' is listed as 'Mouse Over'.
As for the 'AC Status' - Before I open the menu, status is 'Normal'. After opening and closing the menu, when I have the inventory issue, I see 'ActionList Assets running:' followed by 'SetupPauseMenu'.
Thank you, Mike
I have also seen 'SetupPauseMenu 1' instead of 'SetupPauseMenu' appear one time but not always.
Locate your game's SetupPauseMenu ActionList (it'll be placed inside your game's directory, created by the New Game Wizard), and make sure that its When running field is set to Run In Background.
Hi @ChrisIceBox - It is set already to 'Run in Background'
Hi again Chris. I was able to reproduce the issue in a new project using the following steps:
New Unity project (Unity: 2022.3.23f1)
2D built in renderer
Import AC into project (AC: 1.81.5)
AC: New Game
2D - point n click - mouse and keyboard
Context sensitive
No templates selected
AC Editor: without folders
Turn on 'AC Status'
Run the game and status is normal
Open and close the main menu and the status is now 'ActionList Assets running: SetupPauseMenu'
Checked the 'SetupPauseMenu' object in my assets > Inspector. It shows 'When Running: Run in background' as the selected option
Having done that, when I came back to my original project which first had the issue, it is no longer an issue. Status returns to normal after opening the menu. Yet I can still reproduce the issue in a new project, even after saving the project and restarting Unity. At least my problem with my project is fixed but I don't know how.
Was the Status box listing the game state as Cutscene or Normal?
If SetupPauseMenu was set to run in the background, it may be a red herring - as gameplay wouldn't be blocked by it.
Though, it still shouldn't be listed after closing the Pause menu. Are you opening the Pause menu by clicking the lower-left Menu, or by pressing the Escape key?
In a new test project, which has the same problem (can't select an inventory item after opening the menu), it says:
Before I open the menu:
'Current game state: Normal'
Whilst the menu is open (opened either by clicking the menu button or pressing escape):
'Current game state: Paused'
'ActionList Assets running:'
'SetupPauseMenu'
After I close the menu by pressing escape again, or clicking the 'Resume' button, it shows:
'Current game state: Normal'
'ActionList Assets running:'
'SetupPauseMenu' (or sometimes 'SetupPauseMenu 1')
At this point I can no longer select items from the inventory tray.
Recreated, thanks.
It's a case of having to actually view the SetupPauseMenu asset in the ActionList editor.
I'll see this corrected in the next update - thanks for the report.
No worries thanks Chris - keep up the good work!
I have the same issue, I'm on 1.81.6.
Was this fixed or is planned for a future update?
A fix was included in v1.81.6.
Did you run the New Game Wizard in this version, and does viewing the ActionList mentioned above resolve it?
Opening the SetupPauseMenu action list (there were two of them ?? is that ok? ) in the Action list editor fixed the issue, thanks