Hey guys I’m running the new 5.2 version with the dropdown menus, and I have it populating the option fields. And I’m able to select one and see the selection value. The issue I’m running into is if you go back to try and select a different option the menu new appears the second time. Anyone else having this issue or know if I’m doing something wrong?
Update: So figured out how manually get the dropdown list to show back up. If you manually delete the “Dropdown List” game object and then click on the dropdown item again the list will reappear. If the “Dropdown List” is still in the hierarchy it will not display it again.
Update 2: Found the problem but not the solution the problem is if you set the Time.timeScale to 0 then the drop down boxes no longer function correctly. If you turn the timescale back to 1 they function just fun. Problem is we want to us the Dropdown Menu in our option window which we need to pause the game for.
I have exactly the same issue, game is paused with Time.timeScale = 0 in our options menu. Normally with an Animator component you can set Update Mode to Unscaled Time to get around this, but I cant see how to do something similar with the dropdown control.
Edit: I wrote this little fixer class to get around it for now. You can attach it to the same gameobject as the dropdown
incidentally, rather than fight the UI in however many places this occurs, you might also try wrapping Time in your own GameTime singleton and put a universal pause/unpause bool there.
Can confirm. Have same problem. Issue is in deed Time.timeScale = 0.
I know you have got different code reviews and stuff, but I was wondering, how long does it take in general to push a simple bugfix like this out to public?
In this case i dont think anyone has started looking at it just yet. So my best guess would be at least 2 week before it even could be public but could be more then that.
Just started using the new Dropdown boxes and since of course I’m trying to use it in our pause menu (with timeScale=0), I ran headlong into this problem as well. Apparently still not fixed as of 5.2.1f1.
Also, @persistent 's workaround above doesn’t quite fully solve the issue - it works great if I close the list by selecting a value, but if instead of selecting a value from the list, I just click off the side of the list, it hides it but incorrectly leaves the “Dropdown List” object in place in the hierarchy. Is there a separate event I can listen to to hear about the click off the side? I don’t think there is, but maybe I’m missing something. Otherwise, I think this isn’t really work-aroundable on my end and really needs an official Unity fix. (Rolling my own game time is infeasible due to existing libraries I’m using which wouldn’t know about it)
Thats correct, I ended up having to write something much more complicated and messy to get it working full all use cases. Really does need a proper fix