UI Dropdown

Hi folks,

I have read all the available information on the DropDown UI object, and I still am having problems. I have a few controls on a canvas that all work fine (textboxes & buttons). I put a single DropDown on the canvas, leaving all the attributes at default, and when I run the program, despite the DropDown being enabled, active and having the default 3 options, it doesn’t drop down when I click on it. Nothing I can do while running appears to coax the DropDown to function.

Any ideas?

Nick

Is something blocking the raycast to it? invisible object that is active?

Try creating an empty scene with just a drop down and see if that one works at least.

I don’t think so, because other controls on the same canvas function fine. There’s not anything else rendered in the scene.

I’ll give this a try. I already tried completely replacing the control with a new one from the menu.

I assume you don’t need to do any event wiring to make the DropDown actually drop down?

No, as long as there are options in there (which you said you just left the default in there) it will work as far as the drop down part goes.

OK, I’ve put a DropDown on another scene, and it works fine. What could possibly be wrong with my canvas/scene that DropDowns don’t function properly?

Just completely deleted the canvas and all controls. Recreated them all from scratch, and the DropDown still doesn’t function. WTF >.<

Is the dropdown near something that can be blocking it? Even a text field that has text, the recttransform is bigger than it looks and can have something blocking. Maybe turn off all other objects on that canvas or under it and see if the dropdown works.

I completely deleted the scene, recreated it, and it works now. Tempted to get the scene back out of source control to try and work out what the problem was, but don’t really have the time to do it.

Thanks anyhow!

i feel for ya. :expressionless:

on a tangential note:
i got frustrated too with that and eventually added my own Mouse Over info panel (kissUI). Now i can at least tell what the raycast is actually hitting, even if it’s not visible at the time. :wink:
ex: