Having an odd problem, not sure if it may be a bug or not, though it seems to be...
Basically, I'm unable to get the keyboard to take over when a conversation menu appears that is built from Unity UI. I've double-checked that I've got the 'First selected element' listed in there. It's also following Constant IDs for the buttons, so it should know what it's supposed to be doing...
Two hints that may help diagnose this:
1. It seems to be a conversation menu exclusive. My regular escape-pause menu works just fine. Is it possible that this type of 'appear on' uses a 'real' pause which allows keyboard control to take over but which doesn't happen in a 'conversation' appear on?
2. It seems to be stuck in mouse mode. If I mouse-over an option, then press down on the left mouse mouse but drag away from the option before releasing it - effectively 'engaging' the menu without selecting anything, the keyboard controls then initiate, and I can then control the menu with the keyboard just as I'm supposed to.
I took the new Text Mesh Pro functionality totally out of the mix here in case that was somehow connected - it was not. Still having same problem using regular Unity UI text in the buttons.
Hope it's just a bug and that I'm not missing something obvious...! Thinking it may also be connected to my earlier request to have a hover sound not play when a menu is initiated...?
Comments
I'd be more inclined to label this a bug with AC were you using Adventure Creator as your Menu's source, but as you're using Unity UI it may be down to that system instead (I've personally found the keyboard-controlled UI system to be quite fickle).
Is the "First selected element" actually being selected? If your Input method is set to Keyboard Or Controller, have you tried checking Disable mouse when keyboard-controlling Unity UI Menus? in the Menu Manager?
Seems to be an issue on my end with this as well. Lets revisit this next week.