Heya,
I set up my game in 2D and used the Unity UI default set of Menus to go with it. During the game I have some UI that's always enabled, which also stays visible when I press escape to open the pause menu. From the pause menu I can open the options menu. But if I press escape in the options menu to go back to the pause menu, the ingame menu also turns off. This doesn't happen if I just use the back button in the options menu, or press escape in the pause menu to resume the game, so it has something to do with menu's crossfading.
I'm not entirely sure what I need to change to either disable escape as a way to go back one UI layer, or to make sure escape triggers the same actions as the back button does?
Comments
The "UI that's always enabled" is the InGame Menu? And you haven't modified it in any way? That shouldn't be the default behaviour. Try setting the Menu's Source temporarily back to Adventure Creator - does it then behave as expected?
But since you've set the Appear type to Manual, but it does not pause the game, then the Pause Menu will turn it off when its Input Key is invoked.
To get around this, you will need to instead set the Pause Menu's Appear type to Manual, and then create Active Input to turn it on and off with the Menu: Change state Action. This will give you full control over what is shown vs what is not at all times.
Which works until the pause menu opens and after that the button doesn't do anything.
I think, though, that you may be able to get around the problem altogether by having a brief Engine: Wait Action after turning on the pause Menu. That'll put it into Cutscene mode, meaning neither input will actually respond.