I'm not sure why this occurs for the Pause menu turning on, but when a Menu crossfades to another (e.g. from Pause -> Options), it will cause all other Menus to turn off.
If you're happy for the mini-game Menu to hide while the game is paused, t…
The "Select element" Action trick to allow for simultaneous direct-navigation should work when the Menu is paused, too - but make sure the "Directly navigate when paused?" option is unchecked so as not to disable mouse input.
Tr…
Interesting stuff!
(Quote)
You can shut down AC entirely with the TurnOffAC function, but otherwise the StateHandler will always enter the Cutscene state if gameplay-blocking ActionLists are running. However, if the Client avoids ActionLists leavi…
Is your MainCamera configured as normal, i.e. separated in the Hierarchy and the only Camera rendering at runtime?
When using Unity UI prefab, does your PauseUI object appear in the Hierarchy (in the DontDestroyOnLoad scene) as enabled when you tur…
Not for AC menus, no - clicks will be consumed by the Menu over its whole rectangle. If there's a gap in between the buttons, you'd need to split them into separate Menus.
Welcome to the community, @RoseArcana.
What are your AC/Unity versions, what are the "Appear types" of both the Pause menu, and the Menu that disappears, and does the Menu re-appear when the Pause menu closes again?
If the Menu is intend…
(Quote)
This is actually the intended behaviour. AC's menu navigation is one or the other - relying either on the cursor, or direct-navigation.
Forgive me if I understood your earlier description. If you're now finding that the mouse isn't interf…
What is your Unity version, do these Menus have their properties modified from their default values (visuals aside), and do you get any related warnings in the Console?
If the game isn't pausing when you press Escape, it might be an input issue. T…
* Turn Speed: The character's body-turning speed when under AC's control (for a Player, this is during cutscenes)
* Head turn speed: The speed of the head when turning due to IK (not the same as free-aiming)
* Freelook sensitivity: The speed multipl…
Try using the New Game Wizard rather than the 3D Demo, as you can use it to install a fresh Input System Integration template, as well as set the "Default interface" to Unity UI on the last page.
With this initial setup, I don't get the b…
Share screenshots of the Player's footstep sounds component / setup. Are you using animation events to affect playback?
You mention this happens from time to time - is there a discernable pattern to it, i.e. only when walking upward like in the vi…
When upgrading both Unity and AC, it's typically best to update AC so that any compatibility fixes it includes for newer Unity versions are already in the project beforehand.
Generally the Character Controller does fare better for the style of game AC is intended for. For action games, I would say it's worth looking into a more dedicated asset as a motion controller for a fast-paced action game is a large and complex to…
Are you updating AC at the same time, or is this issue occurring after the Unity upgrade only?
Did the Console report any warnings?
In your ActionList Inspectors, click the cog icon and choose "Action data / Restore" - see if that brings…
The behaviour it sounds like you're expecting ought to be the behaviour you get.
If a Menu is set to be directly-navigable, then the mouse shouldn't factor in, the first element should remain auto-selected, and then navigable with the keyboard or g…