And now the console says that it can't play the "BirdSquawk" sound I picked. The good news is, it wasn't even trying to
play the sound before. That just leaves the action list. I love me some progress!
I'm a little curious; It prints that message to the console pretty much every frame the cursor is over the Exit button.
Is it supposed to do that?
I haven't dug into the AC code on that, but it's possible that, while the mouse is hovering over buttons, it keeps trying to play the sound until it's successful.
I haven't dug into the AC code on that, but it's possible that, while the mouse is hovering over buttons, it keeps trying to play the sound until it's successful.
That makes sense. I'll go see if fixing the Bird squawk problem lets the engine run the action list, maybe?
Thank you so much for your help.
Oh! My stats!
Unity 2020.1.10f1
Adventure Creator 1.72.2
Dialogue System for Unity 2.2.12
Maybe? But AC is pretty good about handling error conditions like that. Double-check that the script I provided above is on the menu when it gets instantiated into the scene. You might want to temporarily add Debug.Log lines to the OnEnable and OnDisable methods to verify that they're actually running when they should.
Okay, I got the squawks happening. You get one squawk when you hover over Scene Menu, but infinite squawks when you hover over any of the buttons in the Save Menu prefab. And it doesn't look like it runs the action list.
I hope this points to something useful. Is there anything I can do to help?
Oh, adding debug log comments to the new script. I just read your post. I'm on it!
Thank you so much for your help.
Oh! My stats!
Unity 2020.1.10f1
Adventure Creator 1.72.2
Dialogue System for Unity 2.2.12
I'm back from the double-check. I can confirm that the prefab SaveMenu has the script, and that the AC Menu GameSaveMenu uses SaveMenu as its linked canvas prefab.
The debug log says that StopAutoFocusWhileActive's OnEnable and OnDisable methods get called once when the game boots up, then only OnEnable gets called again when GameSaveMenu is activated.
The infinite squawks make me wonder if the Dialogue System's UI is still stealing focus somehow. Does this only happen when you open the save menu while a conversation is active?
If not, then it's probably not Dialogue System-related. But feel free to send me a reproduction project either way. I don't mind taking a look.