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Question by rashad · Nov 26, 2019 at 11:42 PM · uiunity 2deventsystemmenu screen

Problem with Main Menu

Hi, have this main menu system that I'm working on and every time I switch to another panel like Settings or Achievements the Event System does come with it, making my controller no work on that menu.

 [Header("Event System")]
 public EventSystem ES;
 private GameObject Selection;
 private NextScene nextScene;
 [Space]
 [Header("Canvases")]
 public GameObject G_MainMenu;
 public GameObject G_Settings;
 public GameObject G_Achievements;

 void Start()
 {
     Selection = ES.firstSelectedGameObject;
 }


 private void Update()
 {
     if (ES.currentSelectedGameObject != Selection)
     {
         if (ES.currentSelectedGameObject == null)
         {
             ES.SetSelectedGameObject(Selection);
         }
         else
         {
             Selection = ES.currentSelectedGameObject;

         }
     }
 }

 public void StartGame()
 {
     nextScene.ToNextScene();

 }
 public void MainMenu()
 {
     G_MainMenu.SetActive(true);
     G_Settings.SetActive(false);
     G_Achievements.SetActive(false);
     ES.SetSelectedGameObject(Selection);

 }

 public void Settings()
 {
     G_MainMenu.SetActive(false);
     G_Settings.SetActive(true);
     G_Achievements.SetActive(false);
     ES.SetSelectedGameObject(Selection);
     if (Input.GetKeyDown(KeyCode.Joystick1Button1))
     {
         MainMenu();

     }
 }

 public void Achievements()
 {
     G_MainMenu.SetActive(false);
     G_Settings.SetActive(false);
     G_Achievements.SetActive(true);
     ES.SetSelectedGameObject(Selection);
     if (Input.GetKeyDown(KeyCode.Joystick1Button1))
     {
         MainMenu();

     }

 }

 public void QuitGame()
 {
     Application.Quit();
     Debug.Log("Game is now Quitting....");

 }
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Answer by Bunny83 · Nov 27, 2019 at 12:26 AM

Why do you manually serialize a reference to an EventSystem when the EventSystem is actually a singleton and has a current property. Storing references to singletons is generally a bad idea.

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