Thanks for looking further into this, I'll try to do a detailed comparison of all the different settings. In the meantime, we are using AC 1.54c.
I've done some further messing around and it looks like the SaveGame canvas (backdrop closes just fine…
Thank you for your timely assistance! Do you know if doing so will fix the issue of the other canvas (the SaveGame one) sticking on the screen when save game screenshots are enabled?
The Backdrop menu is intended to black out the rest of the screen behind the actual UI that is being displayed. It's just a black image. This was done so each UI canvas could pull double duty ingame as well as in the main menu scene which has been p…
The Backdrop menu is also created using Unity UI. Previously, yes, the ActionList was always being run in both instances.
When I added the Engine: Wait action back in (with the OnMenuClose actionlist only being run on save) the Backdrop menu proper…
After removing the Engine: Wait action I started getting stack overflow exceptions and it spammed the close menu action a bunch of times. Probably due to that actionlist being called both on menu close and when a game is saved. I made it so the acti…
Link to the image: https://drive.google.com/open?id=0B7qOBkrFzrLyRmJHSk94el9kWEE
Let me know if you want to see the unity ui canvas or anything like that.
The menu is called SaveGame. I copied over the demo's save game menu and it did not show the same buggy behavior. I'm having trouble identifying what difference between them could be causing the issue.
I specifically ask the menu to change state to…
Apologies about the lapse in response here. We are using AC 1.54c and Unity is 5.4.1f1. I did as you requested and swapped in the demo menu manager, which works just fine. So it seems that the problem lies in how our menu manager is set up but I'm u…