I had this problem. Switched to not pause on showing a menu.
Now, I'm manually control the menus (hide/unhide) when pause pressed. Works well, but naturally more setup initially.
I remember programming something simular to what you want in my last game.
I did it, but remembering the original transform of object, then mopving it to an empty game oject closer to the cam, activate a script that contained the code to rotate it …
This is exactly what it was, i was trying to drag the one in scene in to the slot.
Got other issues with it but left it for now :P
Will post new threads for them at a later date.
I found out why XD
The menu was pause game when active.
Bit of a pain tho, i want to use both pause game when active, and use that anim XD
time to rethink
thanks
like video shows, its ok when in scene to begin with.
but when linked through AC menu system, unable to change the y value :/
a little fustrating XD
the resoluton is not linked to AC menu manager. And the script is very simple.
public class DropDownMenu : MonoBehaviour, IPointerClickHandler{ public RectTransform container; public bool isOpen = false;
// Use this for initialization void …