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I am using UMI in my project. At some place it works and other it does not. I literally copied the whole gameobject with Text input field and attached UMI script, place it higher in UI elements hierarchy and it works. While inside other element it does not work. Worse, I can not see what is the difference as inside other element it is working. I am not sure if this is some problem with some cached behavior or what gives.
In green where it works, in red where it does not. Unfortunetely I can not find a difference - ie why it behaves like this.
The text was updated successfully, but these errors were encountered:
I traced it down to my script attached to the container. Here is the culprit:
public void Start(){
//Close(); //close settings panel at the start -> this caused the UMI to NOT work
}
public void Close(){
gameObject.SetActive(false);
}
It is very strange - when I manually mark the object in the editor not active and later open it with another button, the UMI still works. When I make the object inactive inside Start() function in the script attached to the object, it does not.
trackme518
changed the title
Inconsistent behavior in hierarchy of the project
UMI does not work when setting object inactive in Start()
Mar 23, 2025
I am using UMI in my project. At some place it works and other it does not. I literally copied the whole gameobject with Text input field and attached UMI script, place it higher in UI elements hierarchy and it works. While inside other element it does not work. Worse, I can not see what is the difference as inside other element it is working. I am not sure if this is some problem with some cached behavior or what gives.
In green where it works, in red where it does not. Unfortunetely I can not find a difference - ie why it behaves like this.
The text was updated successfully, but these errors were encountered: