UI versus Shared Pointers


Dev: Jacob Zhu

For this week, we've been trying to polish the game up for the Full Sail Project showcase, and a really troublesome bug appeared. Apparently, when getting in and out of our sentry in the game, our UI for the Pause Menu stops working by not registering any mouse input, despite appearing when pressing the keybind.

The issue came down to blocking UI layers on top of one another, and a fix implemented was to try to create new UI and destroy it everytime the Pause Menu is called.

This cause a new host of problems however with the engine calling for Shared pointer errors, so more work has to be done to abstract the Pause Menu UI logic.

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